Magic

## **What is Magic?**

The power bound in a spell formula may be used for healing, teleportation, destruction, creating illusions, or altering forms. Thanks to magic, it is also possible to create magical glyphs, jewelry, weapons, etc.

The power used to cast spells is drawn from the elements. Fire is the strongest element but simultaneously the most dangerous elemental source. Mages who specialize in the magic of fire often achieve great power but they pay a price for it. As fire addicts, they often suffer burns or even die engulfed in flames. The essence of fire becomes their essence, which makes them vulnerable to water and so on and so forth.

**GM's Note:** You may not create your own form of magic that isn't listed. If there is a magic type you would like to see, speak with someone in management to see if it's feasible.

## **RP'ing with Magic**

Within the RP, RPC's may have more than one form of magic. However, in order to keep things even and less overpowered, per character if they know more than one form of magic, we only allow **one** master level magic types. **Two** mid-level. And **two** basic.

The use of magic in this RP isn’t typically like others. Where most have constant use of magic, for Pveth, it’s more so something done occasionally in short bursts or for smaller things because the user can become exhausted quickly and the negative effects progress after that point.

So say someone with Pyrokinesis creates a large amount of fire or someone with Aerokinesis creates gale winds, it wouldn’t last long without severely affecting the user and afterwards, they wouldn’t be able to do so again without some rest or they risk the progression of the Negative effects.

When RPing with magic, a player must keep this in mind. If unsure, always feel free to speak with management on what your caster can or cannot do.

## **Mage-Breakers**

Mage-Breakers are individuals with the ability to inhibit connections to magic within a certain range around them ultimately rending magic users defenseless and dispelling all magic. These individuals are former mages who have decided to completely cut their connection to use magic in order to create such powerful anti-magical fields. Most weren't very strong mages to begin with and felt this was their only way to truly be useful. But the more powerful of a mage that cuts off his ties to magic, the more powerful of a field they can create.

The anti-magic field is something that needs to be activated by the user. It is an instant effect and to those who are more keen at observation, the barriers of the field looks like a heat haze ripple in the air. They can also end it whenever they please. However, the user must be conscious or the effect will end. In the event a mage stands just outside of the field, they can, in theory, cast a spell outside of it and send it in. Though, the spell will very well fizzle out at certain distances much like if they were standing inside of it.

Something to note as well, a Mage-Breaker's aura does not affect certain magical items. This is simply because when a person uses magic, it is the act of summoning it. Something like a trinket that helps a person see in the dark or even a magical potion, does not require the act of summoning magic, thus the mage-breaker's aura does not work on it. However, this is not the case for magical items that are used as a conduit and requires an activation, so to speak. An example of this would be the DeAlmieda's sword, Stormbringer. In short, it has a magical ability that requires an activation, which means it is a conduit and as a conduit it is an act of summoning magic and therefore, is subjected to the effects of the Mage-Breakers aura. (GM's Note: this is something monitored by management. Usually items that aren't used as a conduit are simple magic effects or something with limitations. If you have a weapon, for instance, that "just has magic" without being a conduit and it's overpowered, it will be denied.)

Although negatives are nowhere near as extreme as magic, the longer a field is up, the more it'll wear out a user. There is no specific time limit for the field, it depends on how powerful the user is as a mage-breaker as well as their personal stamina (as we're unable to dictate exactly how long this effect will last as all characters are different, much like magic in general, this is usually watched over and determined by a GM if there are any issues between role-players). Once the mage-breaker has reached the end of their limit, the field will fizzle out and the user becomes physically weak, exhausted for a period of time and they will have to rest. In the event a user pushes themselves past their limit, they will start to bleed from their eyes, nose, or ears and soon after, the user will fall unconscious.

For the strongest Mage-Breakers, the anti-magic field is as follows: A radius of 30ft in total. If a mage is 30ft from the Mage-Breaker, there is a 25% chance of failure of magic. At 20ft, 50% chance of failure of magic. And at 10ft from the Mage-Breaker, there is a 100% failure of magic.

For a rather less powerful Mage-Breaker, the anti-magic field is as follows: A radius of 15ft in total. If a mage is 15ft from the Mage-Breaker, there is 25% chance of failure of magic. At 10ft, 50% chance of failure of magic. And at 5ft from the Mage-Breaker, there is a 100% failure of magic.

**DISCLAIMER:** Divination magics, ‘-mancy’ magics, and other magics that allow a user to discover or gain knowledge is controlled by GM’s to prevent anything overpowered.

## **Types of Magic**

### **Mind-based Magic**

The user is able to perform a form of magic that allows the user to cast magical spells and feats with nothing but their mind.

* **Goetia**

Geotia is essentially hindsight using magic. By meditating on the failures of his past, the user hopes to gain power over forces within that led to breakdowns, incidents, just anything that didn’t go as planned. It’s not easy nor pleasant to use as it takes a toll on the user’s mind. This form of magical mediation can be used to help point precisely what went wrong so they can avoid further mistakes in the future and strategize. Users of this magic are more often than not rigorously self-controlled and prone themselves to long psychological evaluations of their own minds in order to minimize dangers.

When a user fails to conquer their past mistakes during meditation or cannot handle the magic, it releases a burst of magical energy. The magical energy pushes and throws anything in a ten foot radius of the user and can sometimes even leave a small crater. Different stages of the negative effects of magic will cause a larger burst. This burst leaves the user almost incapacitated for a period of time depending what stage of negative effects they’re at, in some cases, it can lead to death.

* **Soother**

A Soother is someone who can use a type of mind-based magic to dampen or enhance another person’s emotions. Whether it is anxiety, fear, or even happiness. Some of the more powerful Soothers can even extinguish one’s emotion entirely. They can also make a person feel a certain emotion if it is not currently present. They, however, cannot direct that emotion. For example, if a Soother make's a target feel something such as anger, they cannot direct that anger. As well, for those who do not normally feel certain emotions, although it can be very hard, it is possible. However, depending on the person, if they are forced to feel something they are not familiar with, they can react in various ways. Some curious, some happy, others with anger and violence, some may even become addicted to it. Sometimes all.

Although it has been known for a Soother to be able to control a person’s emotion exactly to how the Soother wishes, it takes the most powerful of mages to do this. As well, the more resistant the target, the larger of a toll it takes on the user, no matter their proficiency. As it is mind-based, it is much easier to become addicted and more difficult to pull oneself out of their addiction.

* **Telekinesis**

Users can influence, manipulate, and move objects or matter with their mind. Telekinesis is one of the basis of many magics that are based on controlling or manipulating and may evolve to the point that a Telekinetic can control just about anything within the first stages of magic’s negative effects.

### **Air-based Magic**

The user is able to perform a form of magic that allows the user to cast magical spells and feats through wind and air.

* **Aerokinesis**

The user can create, shape, and manipulate air. Since air cannot be seen by conventional methods, neither can the attacks and derivatives formed from it, making it an invisible and versatile weapon that is very difficult to block and dodge.

* **Aeromancy**

Users can employ a method to provide help to a problem at hand or knowledge on a person or thing via vision, by using the wind currents as a focus. The user can use any source of wind as a way to see visions or insights of time. When the winds are dissipated, a user cannot properly see a vision. May require time and concentration to make a vision as well.

### **Earth-based Magic**

The user is able to perform a form of magic that allows the user to cast magical spells and feats through earth and rock.

* **Geokinesis**

Users can create, shape, and manipulate earth and earthen elements including most solid objects, specifically minerals and mineral compositions regardless of their state ( boulder, sand or dust), dirt, soil, and such. Like most magics, it depends upon the knowledge, skill, and strength of the user and their power's natural limits. Controlling and manipulating large earth-made masses (large boulders, mountains, etc.) is near impossible without heightening the negative effects of magic. Even the most mastered users risk losing their life or decay.

* **Geomancy**

Users can employ a method to provide help to a problem at hand or knowledge on a person or thing via vision, by using earth as a focus. When the earth is disrupted, a user cannot properly see a vision. If the user is nowhere near the earth, they won't be able to utilize the visions. As well, it may require time and concentration for a vision.

* **Chlorokinesis**

Chlorokinesis is the ability to mentally and/or physically summon and manipulate plants and vegetation. The person with the ability can control and manipulate wood, roots, fruits and vegetables, and flowers, even moss found in natural field or habitat. The larger the plantation, whether producing or manipulating it creates greater exhaustion on the user. The user is not able to manipulate dead plants. For instance, if a table is made of wood, the user will not be able to manipulate it.

### **Water-based Magic**

The user is able to perform a form of magic that allows the user to cast magical spells and feats through water.

* **Hydrokinesis**

The user can create, shape, and manipulate water or even something like a vapor or steam. Users are unable to create water, being limited to manipulating only from already existing sources. Nor can they control something like the water in another’s blood. Controlling and manipulating great bodies of water (ponds, lakes, seas, oceans) is near impossible without heightening the negative effects of magic. Even the most mastered users risk losing their life or decay.

* **Hydromancy**

Users can employ a method to provide help to a problem at hand or knowledge on a person or thing via vision, by using water as a focus. The user can use any source of water as a way to see visions or insights of time. When the water is disrupted, a user cannot properly see a vision. If the user is nowhere near water, they won't be able to utilize the visions. Requires time and concentration to make a vision.

* Cryokinesis

The user can create, shape, and manipulate ice or even something like snow, as well freeze water. Users are unable to create ice without a source of water or even a humid atmosphere, being limited to manipulating only from already existing sources. Controlling and manipulating great bodies of water into ice (ponds, lakes, or something large scale as a blizzard taking place) is near impossible without heightening the negative effects of magic. Even the most mastered users risk losing their life or decay.

### **Fire-based Magic**

The user is able to perform a form of magic that allows the user to cast magical spells and feats through fire.

* **Pyrokinesis**

Users can create, shape, and manipulate fire, the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products, flame being the visible portion of the fire. Depending on the substances alight, and any impurities outside, the colour of the flame and the fire's intensity will be different. Control, discipline, forethought, and restraint are extremely important. Unconscious, emotion-influenced, impulsive, or reckless use of this power can be catastrophic.

* **Pyromancy**

Users can employ a method to provide help to a problem at hand or knowledge on a person or thing via vision, by using fire as a focus. The user can use any source of fire as a way to see visions or insights of time. Disrupting or putting out the fire affects the vision. Using Pyromancy as a means is very dangerous as many times if the user doesn’t have high skill or control, the fire will very well envelop its user.

### **Other forms of Magic**

* **Astromancy**

Also known as astrology, Astromancy is a type of magic based on the divination of the stars. Such magic is usually used to track down people in a delimited area. To achieve the operation, the mage or the astrologer must know the hour and date of birth of the subject and possibly have anything that belonged to him (like hair, feces or urine). The more these elements, the greater the chance of success.

* **Biokinesis**

The user is able to perform a form of magic that allows them to utilize biology. Generally, biokinesis is used to change a person physically. Whether it be something like hormones, eye colour or even something more physically drastic. It could also be used to mangle a person. Some changes aren't always permanent and require regular treatment. However for larger changes for more permanency, whether it's to mangle a person or change them willingly, takes a lot of energy and can physically harm the user, due to the negative effects of magic. Destruction or loss of a biological entity could mean loss of magic.

* **Blood Magic**

The user's magical abilities revolve around manipulating the dead, death, and/or souls for good, evil or neither with the use of the user's blood or another's. They can communicate with the deceased for the purpose of divination, discover hidden knowledge or even to speak to a lost loved one. Some Blood Mages can summon apparitions as well. Most commonly, Blood Magic is used for rituals, it takes the use of blood of others to enhance a user’s own properties. Such as giving them youth, stamina, heightened senses, etc. It is often rumoured that a lot of these rituals require the user to essentially bathe themselves in blood, often requiring many casualties. Due to this, Blood magic is more often than not frowned upon and in some places, banned.

In order to raise a deceased person from the dead, the blood mage themselves will die due to the negative effects of magic. Even then, there is a good chance this will not work.

When it comes to the use of blood, if the user is using their own blood, the magic will be stronger but take a larger toll on them. However, if they use the blood of another being, the magic will be weaker but the negative effects of magic on the user won't be as severe. Just as well, using blood of an animal rather than a human, the effects of the magic won't be as strong.

* **Ceraunoscopy**

Users can employ a method to provide help to a problem at hand or knowledge on a person or thing via vision, by using thunder and lightning as a source. Technically another form of Aeromancy. If there is only light thunder and lightning, a vision could be difficult to perceive.

* **Cleromancy**

A form of sortition, casting of lots (such as dice), in which an outcome is determined by means that normally would be considered random, such as the rolling of dice, but are sometimes believed to reveal the will of a god, or other supernatural entities.

* **Divination**

Divination is a method of reading the future, the present and the past and/or providing help to a problem at hand by using an occultic, standardized process or ritual. Divination can be achieved by communicating with the supernatural (i.e. gods, demons, spirits, nymphs) or by reading certain patterns. All methods take time and space for the ritual and most times will require certain components.

* **Ictiokinesis**

The user can create a field of absolute light that can blind temporarily, in some extreme cases, possibly even blind permanently. Some users can even enchant an object either permanently or temporarily to shed light. The user is generally also able to control the colour, intensity, and radius the light sheds, though the larger the area and the brighter the light, the bigger of a toll it will take.

* **Restoration**

Restoration magic allows the user to heal others, including plants, animals, or other living organisms. The user may potentially heal any form of bodily damage, the patient must be alive, even if hanging by a thin thread, in order to be healed; once the patient has died, it would transcend healing. However, there is a great cost to this. The main component is the user’s energy source, so to speak. In order to heal another, it will exceedingly harm the user, the negative effects of magic accelerated. The greater the heal, the more harm to the user.

* **Tyromancy**

A form of magical divination which features the use of cheeses and their gradual maturing. Different aspects such as the depth of the cheese, the type of mold, and the scent, can help predict different things. Other common practices involve melting two types of cheese together and asking a question whilst doing so. Whether this actually works or not is hard to say as most people don’t seem to take its users seriously.

* **Electrokinesis**

User can create, shape and manipulate electricity, a form of energy resulting from the movement of charged particles (such as electrons or protons), allowing control over electric fields, and all charge carriers (Ions, Electrons, Protons, and Positrons).

## **Magic not allowed in the RP ⁽ᴺᵒ ᵉˣᶜᵉᵖᵗᶦᵒⁿˢ⁾**

* **Telepathy**
* **Telempathy**
* **Oneiromancy**

## **Negatives of Magic**

Despite the beliefs of many, the persecution of magic is not superstitious nor is it jealousy. In fact, the use of Magic has proven to have adverse natural effects on the user and those the magic is used on. A constantly exposed presence to magical entities is dangerous and corrupting. Turning regular men into shells of their former selves.

### **Extended Magic Use**

The Extended use of magic can be repaired by resisting the urge to use it for an extended period of time. However, it can reach a point that is widely considered to be the point of no return. Constant use is dangerous, not to mention reckless, and can affect those around you as much as it can yourself.

* **Stage One - Exhaustion**

Whether it's a battle of magic or the constant use of it for other means, the first step is always exhaustion. One would feel the weight of the world on their shoulders; to put it to a modern equivalent, it would be like just running a marathon at full speed.

* **Stage Two - Weakness**

Your body grows weaker. Regular physical activities become difficult. Even lifting light things can be incredibly strenuous to a magical user in stage two. On top of this, the user's immunity is dwindled, making them prone to catch diseases and illnesses. Even the common cold could be deadly.

* **Stage Three - Addiction**

Your body begins to crave magic. To ignore its need makes the user sick, irritable, and generally a difficult person to deal with. It's equivalent to heroin withdrawals.

* **Stage Four - Physical Decay**

The user's body begins to decay. Flesh turning to rot. Maggots may even make their home in these decayed areas. The more a user continues to use, the more they will decay. After decay has set foot, the user has passed the line of no return. While they can stop the use of magic to prevent further decay, they will not be able to repair the decay that has taken ahold.

* **Stage Five - Mental Decay**

Continued use results in dementia like affects. It can make the user, sometimes dangerously, mentally unstable.

* **Stage Six - Death**

The user's body destroys itself. In its entirely. Their very form will melt away in excruciating pain. In most cases, it's that simple. In others, it could be incredibly violent. For instance, constant use of fire magic may result in a complete explosion. Killing the user as well harming those around them and destroying and damaging buildings or other objects within the vicinity.

Those who dwell in the magics of life and death feel these affects much worse than anyone else. The stages occur more quickly and as a result, they are dangerous paths to take.

### **Direct Contact**

To those who consistently have magic used on them, it can have equally disastrous results but of course, it has its benefits.

* **Stage one - Euphoria / Intoxication**

To be touched with magic can be a beautiful feeling (unless it's a spell specifically for harming a person. ᴰᵘʰ). You feel intoxicated on a magical level. The weight of the world gone.

* **Stage Two - Addiction**

At a certain point, either the weak of mind right away or those who have been touched by it constantly, they become addicted. They crave the feeling. To miss out on it hurts them and they do everything they can to try and find it. Much like the addiction for magic users, it's akin to heroin withdrawals.

* **Stage Three - Decay**

Unlike magic users, decay is universally both mental and physical and done at a much escalated pace. They become ghouls in a sense. Sensitive to life and dangerous. No remorse for human life.

* **Stage Four - Death**

Again, death occurs. In a usually violent manner of complete meltdowns.