Magic

An example of how magic can look, though it takes a myriad of forms.

Within the Canon there's many types of magic. This page explains the general rules of them all, then breaks down the three overarching categories and the specific rules by which they each function, before listing each category's subtypes.

## General Magic

### Mana Pool

Someone's mana pool determines the maximum amount of magic they can perform. As someone's mana pool gets low they get increasingly tired. Emptying one's mana pool completely is about as energy-intensive as a normal person running a marathon.

The mana pool can be increased over time by many methods. The most common of which is repetitively using up all of an individual's mana pool casting spells and letting the mana regenerate naturally. This is a very slow process but can be done by anyone that can cast the most basic spells. If someone though lacks enough of a mana pool to cast any spell, then this method is useless. This leads to nearly everyone that is placed in this situation to never be able to cast magic. Other methods do exist that are far faster at increasing an individual's mana pool, but they are extremely rare to come across.

### Enchantment Magic

Not much is really known about this magic. This type of magic lets the user infuse spells they can cast into items. Infusing spells costs 2x the normal amount of mana to cast. If the user is unable to cast any other spells, then an affinity for enchantment magic is useless. This type of magic is not a type in the normal sense though. In fact, it is neither elemental or conceptual magic (maybe even divine magic). Instead, it is a method of using magic. It is possible to use this type of magic to infuse magical properties into an item or to cause the item to activate a spell when certain conditions are met. Other uses for this type of magic are possible, but they are not known.

### Sacred Grounds

Elemental magic occurs naturally in the wild and is nearly impossible to find places without it. often though it is only found at low enough levels that no noticeable effects occur. Sometimes areas have high concentrations of magic though, which result in what some call "sacred ground". These areas have magical effects. For instance an area that has a huge concentration of holy magic results in a natural healing properly occurring. The healing aura ability Empre Slimes have is based on this concept. In a sense, holy magic tends to naturally follow them without the slime needing to do anything. This results in more and more natural holy magic surrounding and pooling around them, making the areas around them into portable holy sacred grounds.

For this magic to occur in nature, extremely abnormal conditions need to be present. Often these areas are in restricted zones due to natural conceptual magic is often very dangerous in its raw state. This is one of the reasons why Dimension 888 is from (the chaos dimension which has a lot of chaos magic naturally in), has a minimal number of angels monitoring it. Simply it is too dangerous to risk. As well, the Time Vortex is in fact a natural case of time magic existing.

### Magic Affinity

Around 90% of people have at least 1 elemental magic affinity, around 9% have no magic affinity at all, and around 1% have at least 1 conceptual magic affinity. Out of the people that have an elemental magic affinity, only 10% of these people lack a mana pool to cast the most basic spells. On the other hand, 50% of those without any affinity have too little mana for said basic spells. This is still for better than conceptual magic, which has 80% of users lacking enough of a mana poll for the most basic spells.

Affinity for elemental magic is based on how efficient someone is at altering the existing magic using their mana. Since the magic already exists, it is only a matter of the amount of mana the individual has. Conceptual magic on the other hand, affinity is based on how efficient someone is at creating the magic from nothing. without any affinity, the person simply lacks the ability to make the magic in their body. This is the reason why elemental magic users can't use conceptual magic. Conceptual magic users though are slightly different. The reason they can't use elemental magic is not based on the concept of being unable to use the element, but rather it is nearly impossible for the conceptual magic users to be able to separate the magics completely. This is because their body is making their conceptual magic types when they use their mana, but they are trying to use that same mana to manipulate magic. This results in elemental magic and conceptual magic mixing into a single magic spell. When this occurs, it often results in the user dying due to a huge backlash.

Most can use elemental magic, it's simply a question of how proficient they are with it and how much effort they put into learning it. Affinity for elemental magic isn't necessary for it's use, though the mana cost is 2x (light affinity) to 5x (high affinity) as much as someone who does have affinity. As well affinity can effect how quickly you learn and memorize magic, but again, it isn't necessary and one can learn a type of elemental magic they have no affinity for and simply be subpar at it.

The only exception is conceptual magic users. conceptual magic-users cannot use elemental magic at all, except through rare extenuating circumstances and extremely rare racial abilities. An example of an exception is the Godkin, who while having a fair affinity for conceptual magic, also have no affinity for elemental magic but the capacity to cast it anyways.

In theory, if a natural conceptual magic user reaches an extremely high level of mastery, it might be possible to overcome this and use elemental magic. This though would require levels of training that would place the individual close to the top of their conceptual magic type(s). In the case of elemental magic users, it is in theory possible to use conceptual magic that occurs in nature, though without the affinity, they will not be able to create it themselves. This though does once again require a level of mastery that would put the individual close to the top of their elemental magic type(s). This is because it is just extremely hard to disconnect oneself from the elements they naturally can use. In theory though, if an individual is in an area void of elemental magic and has only conceptual magic around (natural), the user may be able to manipulate it. This though still requires lots of mastery.

## Elemental Magic

### Mechanics

Magic of this type has different wavelengths. Some creatures are able to see some forms of magic due to their eyes being able to see these wavelengths. Mana for elemental magic users is in a sense energy used to manipulate the magic already present in the world. If an area lacks the needed magic, it becomes impossible to cast elemental magic. This though nearly never occurs for any elemental magic type.

Elemental magic can be done either with a chant or without one. Skipping the chant does allow for a spell to be performed far faster, but requires 2x the amount of mana to perform. Typically the stronger the spell is the longer the chant would be. For the most part, even high-end chants are not longer than 1 minute.

One benefit of elemental magic over conceptual magic is that it is more cost-effective. To be able to do the same task, conceptual magic requires significantly more mana than elemental magic. Additionally, affinities for elemental magic are far more common than conceptual magic.

### List Of Elemental Magics

* Fire - Manipulation or creation of fire, heat, warmth, and other such high temperatures.
* Water - Manipulation or creation of water, rain, mist, steam, clouds, or similar weather.
* Earth - Manipulation or creation of earth, ground, stones, dirt, sand, mud, and other similar terrain.
* Air - Manipulation or creation of air, oxygen, gases, winds, tornadoes, or such windy weather.
* Ice - Manipulation or creation of ice, cold, frost, hail, snow, and other cold weather or temperatures.
* Electric - Manipulation or creation of electricity, lightning, charges, thunderstorms, or other similar energies.
* Wood - Manipulation or growth of plants, such as trees, bushes, herbs, etc, as well as plant polymers.
* Illusion - Manipulation or creation of light, darkness, color, mirrors, illusions, and burning radiance.
* Shadow - Manipulation or creation of shadows, but mainly summoning or teleporting through shadows.
* Death - Manipulation or creation of the dead, curses, decay, hexes, and use of instant death spells.
* Holy - Manipulation or creation of healing, bodies, flesh, life energy, and similar things.

### List Of Combo Magics

* Crystal = Rock + Illusion - Combines to make crystals, gems, hardened earth, and magic manipulating stones.
* Poison = Water + Death - Combines to make poisons, deadly liquids, and poisonous equivalents of weather.
* Lava = Rock + Fire + Water - Combines to make lava, magma, molten rock, volcanoes, and earthquakes.
* Acid = Water + Death + Electric - Combines to make acid, burning liquids, melting through things, and such.
* Lighting = Electric + Holy - Combines to make lightning which can be used to heal.

### Notable Users

* Jacob - Shadow
* Josiah - All
* Ellie - Illusion

## Conceptual Magic

### Mechanics

Magic of this type has no wavelengths at all. Due to the fact that this type of magic does not often exist in nature, conceptual magic users are forced to create the magic directly from their mana pool, rather than just using the mana pool to manipulate already existing magic. In the cases that a user is in an area with natural conceptual magic, it does become possible to manipulate the existing magic at the reduced cost elemental magic has. The benefit though of conceptual magic users creating their own magic directly is that the magic is far more controllable by the creator. This gives them the ability to do far more complicated tasks.

The reason that conceptual magic often lacks a chant is that the users are using the magic they made rather than magic they are controlling. In the case of elemental magic users, skipping/shortening the chant requires the user to have a far great level of concentration to do. Additionally, it because far harder to use the magic efficiently, which results in it having a far larger cost of mana.

Additionally, due to the fact that this type of magic is being created, it makes it possible to cast even when the user is in an area devoid of magic. The one exception is in the case of void magic areas. In void magic areas, the void magic present interferes with all magic existing in the area. It in a sense, breaks down the bonds between magic dissipating the magic. If the void magic is in lower concentrations, then the force may not be strong enough to break the bonds of higher level magic. It is possible to use void magic in void magic areas to get rid of it. For the purpose of magic usage, since the user is using existing magic, the void magic user would have the reduced cost for getting rid of the void magic present. This means that 2 equal void magic users would not use void magic, since the other person can just get rid of it at a lower cost than using it.

### List Of Conceptual Magics

* Space - Manipulation of space, vectors, physics, material things and the like.
* Time - Manipulation of time, it's flow, perception, and knowledge of it.
* Chaos - Manipulation of chaos, overall probabilities, the improbable, and nonsense.
* Soul - Manipulation of souls, including summoning, altering, strengthening, or harming.
* Luck - Manipulation of luck, an individual person's probabilities and "good" or "bad" luck.
* Void - Manipulation of magic, a sort of anti-magic which can cancel out other magics.

### Notable Users

* Amanda - Space
* Jacob - Chaos, Void
* Sawyer - Soul
* Josiah - Time, Luck

## Divine Magic

### Mechanics

Divine magic, like conceptual magic and unlike elemental magic, works everywhere, but instead of manipulating or creating magical forces, it consists of willing reality to your wishes. When it is cast, the user feels warmth between the heart and brain (under the shoulder blades, centered bellow their neck). But the skin in this area meanwhile experiences a cool prickly feeling. This is not an unpleasant thing, actually almost soothing, but the feeling and it's location is notable because that is the general area that the soul is located in most beings.

When using divine magic, the user sacrifices a piece of their being to alter existence itself. A person's desires, hopes, willpower, emotions, and thoughts are all a part of a person's soul. Karma as well is a part of the soul, and so can be used in replacement for the other options. This though leads to a major draw back, namely divine magic being restricted by the reality a person is in. The reality itself responds to the karma of the user based on its own rules (for instance, whether it likes good karma or bad karma, and what actions it wants to reward, really anything). And this is how individuals can have stronger or weaker affinity for divine magic. If an individual though decided to use another part of the soul to sacrifice, then this limitation would not apply. In this case everyone has equal affinities. This is one reason why divine magic is rarely used in origin, no reality exists there, and so there is nothing to determine the rules. This in turn makes everything costing vastly more karma than it otherwise would. This is so significant in fact, that it's equivalent to it downgrading divine magic "affinity" to the lowest level possible (equivalent to the divine magic abilities of an Apostle). Due to the fact that reality rulers and realty ruler candidates are a key part of a reality, the reality tends to favor these users gifting them a far higher affinity than normal. The reality ruler gaining the highest end affinity, and the candidates getting close to it. It should be noted though that it is quite literally impossible to recover any part of a soul scarified though divine magic, with the sole exception of karma. It should also be noted, this is in fact the only known way to fully destroy a soul without creating a new reality in the process.

The Goddess has a hand is deciding the cost of divine magic. This is because it turns out really what divine magic is, is sacrificing something to her, and in return she uses a portion of her power to alter reality itself. The realities having a hand in the cost is because the realities negotiate a portion of the amount she receives from beings in it. This is for the goal of eventually amassing enough to be able to heal itself back to its form before becoming a reality.

### Users

* ℑƎ𝕳θΛ@ℷ
* Jen
* Jesus
* Juliet
* Jessica
* Jasmine
* Jade
* Jet
* Carlos (J)
* Jannite
* Ruler!Jacob
* Joe
* Death
* Jacob

1. ↑ https://www.vectorstock.com/royalty-free-vector/abstract-multicolored-blast-design-background-vector-16314806 Vector image by VectorStock / vectorstock

## Primal Magic

### Users

* Jacob
* Ruler!Jacob

## System Magic

### Mechanics

System Magic is the highest form of magic and can take its energy from anything in all of the realm. Even mater, karma, mana of user, mana of enemies, calories, and anything else that exists/has existed/can exist in any compacity within the realm, are all just energy sources before System Magic. In some cases this can be used to even drain targets of their powers, to only use them against them. Additionally, this energy transference is able to be done with 100% efficiency.

When System Magic is cast, it seems to take on the form of other magic types, but ampted up to such an extreme level that they would be impossible to perform normally with said magic types. In effect, this gives the user an indirect way to have affinity for every magic type.

### System Books

System magic is broken into 2 "Books". These books are a lot like affinities, but are more accurately just access permissions a user has to System Magic. Being in possession of both Books in effect gives the user the ability to use System Magic freely without the limitations placed on someone with just one book.

#### Book of Life and Creation

The Book of Life and creation is the more widely known book of the two and is given to Saintess. It allows the user to create anything, heal anything, and even heal souls. This book in effects continues life as we know it and helps it prosper. It is hinted, but not confirmed, that the continual use of this Book, without the use of the other book, can lead to a rapid expansion of the realm. It is said that part of the reason for there being so much space between realities is due to Amy Omni's continual use of this book before she became a goddess.

#### Book of Death and Destruction

Very little is mentioned about this Book, other than the fact that a Goddess possess both this book and the Book of Life and Creation. At this time, no known method exist to gain this Book without already being in the possession of the other. It is though very likely a method exists, just has not been found yet. The only other thing known about this book is that it is meant to help balance out the Book of Life and Creation and helps minimize the natural expansion of the realm.

### Users

* Amanda - Both Books
* Amy Omni - Both Books
* Jessica - Book of Life and Creation