Magic

Scarlett Bloodsmoke in their feral form using Elemental Ice.

A key governing force in the day to day lives of both mortals and higher beings, much of the galaxy is fueled by magic. While its origin is unknown, all planets possess intense regenerating magic within their cores. Portals, one of the most used methods of travel between different planets/star systems, rely heavily on this magic. Aside from humans, all species are born with magic in their veins which grants them various abilities from one or more of the five main categories of magic.

# Types

There are two recognized types of magic based on the desired outcome. It should be noted that the type is not indicative of *good vs. evil*, but just a measure of if it is generally benign or harmful.

### Nocturnis

Associated with dark matter or the night, magic of this type has harmful outcomes and directly has a negative impact on the target or user. Users of Nocturnis type magic seek negative results, mainly for others. Self benefitting magic also falls under this category, but only when it directly harms another lifeform.

### Solaris

Named for its association with the sun and light, magic of this type is used with a benevolent outcome in mind. Users of Solaris type magic seek helpful results, often for others. Self benefitting magic also falls under this category, but only without harming another lifeform.

# Categories

### Aetherian

Aetherian powers get their name as they are directly from Ætheria, usually being bestowed on a species or individuals by a deity. Rageryans are the best example of a species with Aetherian abilities given the wide range of possible powers among individuals of the species. Those who become Acolytes are another example.

### Alchemical

Alchemy refers to magic that revolves around potion and poison creation. Users can make beneficial potions that increase speed, restore health, protect against other magics/harmful elements, turn them invisible, ect. Or, on the other hand, users can craft poisons to induce paralysis, cause temporary blindness, sedate a target, or create various hallucinations. What separates alchemical poisons from normal poisons is alchemical poisons (usually) don't have an end goal of death for the target.

### Elemental

This category of magic covers the elemental groups; air, darkness, earth, fire, lightning, ice, and water. Certain powers may overlap between two sections, a prime example being geothermokenisis which is accessible by both earth and fire users. Some elements have an additive effect when combined, such as water and lightning or water and ice, whereas others may have a negative effect like water and fire. Others, like air and ice, may have no additive properties.
Examples of powers from each element can be found on the species page for Alphians in Powers and Abilities.

### Enchanting

Typically used on inorganic elements such as weaponry or tools, enchanting infuses the target with magic. Tied to a specific use, such as extreme resiliency or truth compulsion, only one enchantment can be applied at any time. The higher the skill of the enchanter, the stronger the enchantment. Powerful enchanters can also draw from their own magical reserves instead of using a charged crystal like lower level enchanters must. While unusual, enchantments can be cast on organic matter such as plants, limbs, or even entire bodies. Enchanting an organic object is both dangerous and costly, however, and only those blessed with Acolyte status can perform such magic.

### Shapeshifting

Unlike some realms, where shapeshifting can allow the user to morph into inorganic matter, only organic shifting is possible in Stone's Throw. This does not include illusions, as illusions only mask the true form and do not change the mass of the shifter themselves. Thankfully, most shapeshifters do not experience pain while shifting, instead being hidden by mist during their transformation. However, a notable exception is the Rageryan species, who must undergo pain as their body contorts into their Red Screamer form.

### Telekinesis

Not to be confused with telepathy, which falls under the Aetherian category, telekinesis allows the user to manipulate the space around them with only their mind. Strong willed and driven individuals are the most adept at this ability, as telekinetic prowess is directly tied to the willpower of the user and the strength of their heart. Perhaps the rarest category, it is also the only one that can be shared regardless of species. This comes at a cost, however, as sharing the ability means the user is giving up their chances of using it again unless they are gifted it back.

# Charging Methods

### Blood

All creatures have a bit of magic in them, even humans, and this is mostly stored in their blood. Certain creatures carry more magic per unit of blood (Dragons, Precursors, Elementals) compared to others (Humans, Kelusines, Shadolves). Given the harm it causes to others, as one needs to extract another creature's blood to us it, Blood Recharge is seen as dark and malicious. However, there are arguments for its use revolving around availability and sustainability. While "vampires" do not exist in the traditional manner in Stone's Throw, users of Blood Magic are as close as it gets.

### Gemstones

Gemstones are the preferred method for magic recharge, as it does not require the direct harming of another organism. While any gemstone can be used for any purpose, certain gemstones will give an added bonus to certain categories. For in depth information, visit the official page linked above.