Magic

## General Information

* A Thaumaturge is someone who possess magical capabilities, and a Mundane is someone who has no magical capabilities. (Grayson's Consort Path Book 1)
* Magical Power is tied to life expectancy. (Fenn's Consort Path)
* Going past one's magical limit can lead to losing consciousness, getting sick, or even dying. (Guy's Consort Route: Book 1)
* The first two steps of using magic is the person believing they are capable of it and envisioning the magic working. (Princes' Path Book 1; Chapter 15; Parts 1-2)
* When Saligia and the Human Realm were one, thaumaturges were people who possessed magic and humans were people who didn't possess magic. Once Saligia was created, the humans that were in Saligia came to be known as mundanes. (Princes' Path Book 3 Chapter 7; Part 2)
* Staffs support the peformance of one's magic, but are not necessary for casting magic. (Lynt's Consort Route)
* Any type of spell, hex, jinx, or charm can be cast without the use of a staff. (Lynt's Consort Route)

## Magical Objects

### Cursed Artifacts

* Cursed artifacts can also be used by mundanes. (Grayson's Consort Route: Book 1)
* Even thaumaturges with a large amount of magic will eventually die if they continually use a cursed artifact. (Toa's Consort Route: Book 2 Chapter 18)
* In exchange for great power, the cursed artifact uses up one's mental fortitude and life force. (Grayson's Consort Route: Book 1)
* These magical artifacts, imbedded specifically with a Vanan thaumaturge's stone, have an adverse affect on the user's mental state. Those weak of heart and mind can also lose their lives. (Menu > World > Glossary > Book 2)
* They are called cursed artifacts because life force is absorbed when using them. (Jasper's Consort Route)
* It is illegal to possess cursed magical artifacts in Saligia. (Grayson's Consort Route)
* The whereabouts of cursed artifacts are strictly controlled at all times by all the kingdoms due to their potential to wreak havoc. (Grayson's Consort Route: Book 2)

### Effigies

* Each imbedded with a sigillum arcanum, these crafted doll-like creatures serve at their master's command. Combat effigies were employed during past wars in the magical realm. Golems are one type of these. (Menu > World > Glossary > Book 2)

### Enchanted Objects

* Objects that can only be operated by thaumaturges (magic users). Varying wildly in shape and type, they offer strength and support to those that wield them. An example is magical weaponry. (Menu > World > Glossary > Book 2)
	+ The creation and use of magical weaponry is strictly controlled. They are only used to subjugate dangerous magical creatures and are not sold to the public. (Roy's Route: Book 1)
	+ One of the known magical weapons is a magical arequebus (a magical gun). (Roy's Route: Book 1)
* They are typically used by people who have little innate skill or have unstable magic. However, thaumaturges with a high rank sometimes like to use them as well. (Roy's Route: Book 1)

### Forbidden Tomes

* Books that are forbidden to read as they are dangerous to open.
* These books can have magical beasts sealed within them that attack you once you open the forbidden tome.

### Magical Artifacts

* Items through which non-magic users can channel magic. Imbedded with a magically charged sigillum arcanum, the artifact's potency depends on the strength of that stone. At present, use of such artifacts is forbidden. (Menu > World > Glossary > Book 2)
* Magical Artifacts are forbidden partially to maintain a thaumaturge supremacy, and also because magical artifacts change mundanes. When a mundane channels powerful magic, their body cannot handle it. It warps them. (Grayson's Consort Path Book 1)

### Sigillum Arcanum

* Magical stones created by the headmaster, they are used to inhibit magical power. Academy attendees all wear these as accessories. (Menu > World > Glossary > Book 1) For Guy and Roy, it's an earring worn on the right ear. For Lynt, it's an ear cuff worn on the right ear. For Fenn, it's a bracelet worn on the right wrist. For Toa, it's a ring worn on the right middle finger. For Rio, it's a necklace.
* Sigilla Arcanas are possibly made from crystallizing a Vanan person's magic.

Guy's Sigillum ArcanumLynt's Sigillum ArcanumFenn's Sigillum Arcanum
## Types of Magic

* As with physical energy, magical power has limits. It can be replenished through rest, but excessive use can cause the channeler it to collapse or even die. (Menu > World > Glossary > Book 1)
* Magic is like a thaumaturge's life force, if it's supply is fully exhausted, the thaumaturge will die. (Jasper's Route Chapter 27)

### Ancient Magic

(Princes' Path Book 1; Chapter 2; Part 1)

* A special form of magic that can be awakened in people of extraordinary talent. The impetus for this awakening is unclear, but it occurs most often among those with royal blood. This is the only type of magic capable of affecting minds. (Menu > World > Glossary > Book 1)
* Ancient magic is the craft of kings.
* The ability to wield it is often found in royalty.
* It's possible that those with demon blood can use it as well.
* There are 13 people that can use ancient magic: the kings of the seven Dark Kingdoms, Lynt, Guy, Roy, Fenn, Toa, and the headmaster Lou.
* What ancient magic entails varies from country to country. There are said to be seven different types.
* Using ancient magic without a sigillum arcanum can cause a magical aura to form. (Toa's Consort Route)
* Magical auras can be concealed. (Prince's Path: Book 4)

### Barriers

* Magical walls constructed within an otherwise empty space. Based on how they're made, they can be camouflaged to look like regular walls or else render those within the barrier invisible.
* Barriers made of dirt and stone can be used as a defense as well as a way to hide from your enemies. (Prince's Path: Book 4)

### Dependent Magic (As it pertains to familiars)

* Dependent magic involves the binding of the familiar to their master.
* It is a powerful form of magic that can only be used by those A Rank and above.
* The textbook states that it requires the user to know the theory behind the magic, have the skill, and possess enough magical power in order to be successful. (Complete Surrender - Guy's Route)
* It is recommended for beginners to first form contracts with smaller creatures before moving on to larger ones. (Complete Surrender - Guy's Route)
* A seal appears on the familiar after they are contracted using dependent magic. Complete Surrender - Guy's Route)

### Elementary Magic

(Princes' Path Book 1; Chapter 15; Part 1)

* Elementary Magic is used by "non-practitioners" of magic. Those with no particular magical aptitude are, through various methods and means, able to invoke it to some extent. It may take time and applied effort, but it is possible.

### Magical Contracts

* Magical contracts are contracts that have repercussions to the signers if the conditions aren't fulfilled.
* The Contract of Servitude is a dangerous and rare form of magical contract that binds a person to another person as their servant through servile magic. Since this contract infringes on people's rights it is illegal to form one in Salgia. The effects of the magical contract are as follows:
	+ Only the master is able to release the contract. (Jasper's Consort Route: Book 2)
	+ A section of the master's power will be transferred to the servant.
	+ The master's life force is shared with the servant.
	+ The master is constantly aware of the servant's whereabouts.
	+ If the master summons the servant, then the servant is able to respond to their master regardless of the distance that separates them.
	+ If the master's life is in danger, then it's up to the master's discretion if they want to take their servant's magic in order to save their life which can possibly lead to the death of the servant.
	+ The servant can also willing give back the magic they obtained from their master if the master's life is in danger.
	+ There are side effects as a person's body tends to reject someone else's magic and struggles to dispel it. The duration and severity of the symptoms vary depending on a person's health and other factors. One of the symptoms can be developing fevers.
	+ There is a branding on the servant as proof of the contract.
* If sufficient loyalty is not shown to the master, the servant will wither and fade away. (Jasper's Consort Route: Book 2)
	+ The master can add additional conditions. For example, Tertius had added a condition that any damage he suffers would be transferred to Sewan instead. (Jasper's Consort Route: Book 2)

### Offensive Magic

* Only those ranked A and above can use this type of magic. It is a physical manifestation of one's own magic used to strike or connect with things. How this manifests depends upon the spellcaster. (Menu > World > Glossary > Book 1)
* Offensive magic is normally forbidden from being employed against person and beast alike, but is permitted during Nightmare Battles. (Grayson's Consort Path Book 1)
* Pyromancy is inherently considered to be offensive magic, however, it can also be used as defensive magic as well. (Prince's Path Book 4)

### Regular Magic

* This type of magic can replace manual labor, although it cannot be used by everyone. Examples include lifting lids without the use of hands and moving things via levitation. (Menu > World > Glossary > Book 1)

### Summoning Magic (as it pertains to familiars)

(Princes' Path Book 2; Chapter 2)

* Summoning and in turn binding is a powerful form of magic used only by those A Rank and above.
* Power consumption is parallel to the size and volume of the target item or creature.
* If the practitioner is also sharing their power with a living dependent, their stores will be further exhausted.
* The more dependents/familiars a spellcaster has, the closer the will be to a non-magic user in strength.
* MC borrows a booked called "My First Familiar" from Sherry. In it, it talks about the importance of compatibility.
* Regular animals can be imbued with magic, rendering them not just pets but servants. Depending on their master's power, they may be given the ability to change shapes or even talk. (Menu > World > Glossary > Book 1)

## Magical Marionettes/Training Poppet

* Wooden dummies used in battle training. They're normally quite small, but can grow to adult size when imbued with magic, and thus be used as battle opponents. They stop moving automatically when struck by the trainee. (Glossary > Book 4)
* Their attacks don't cause any pain or physical impact which makes them safe for these sorts of exercises. (Prince's Path: Book 4)

## Uncategorized Magical Abilities

It is unclear if these are other categories or fall under a type mentioned above.

### Elixirs/Potions

* **Five Senses Elixir:** It strengthens a person's senses.
	+ It is made by adding sliced mushrooms, grinded flower petals, and grinded herbs into a cauldron and heating it using magic.
	+ It starts out as a shade of green, but should turn amber if it was heated correctly and the correct amount of ingredients was added.
	+ If there is even the smallest imbalance between flower petals and herbs, then the elixir will turn purple.
		- This failed elixir will act as an aphrodisiac.
		- The area where the failed elixir comes into contact with skin will develop a bruise that resembles an emblem. The part of the skin that has the emblem-like bruise will become sensitive to the touch.
* **Rain-Proofing Potion/Waterproofing Potion:** It comes in a bottle that resembles a perfume bottle. When sprayed on, it protects a person from getting wet. It is sold in various stores on the Isle of Colde.
* **Tragedy of Amor Potion:** It puts a person in an apparent state of death.
* **Truth Potion (Princes' Path Book 3):** When consumed, it makes it so that a person can only tell the truth.

### Other

* Aeolian Magic - Wind Magic
	+ It can be used to push enemies away from you especially if they get too close.
* Conveyance Spell - A spell that teleports a person to a different location.
* Defensive Magic
	+ Defensive magic can create see-through barriers or solid ones. (Prince's Path: Book 4)
	+ The defensive magic with see-through barriers seems to be stronger than the one made of dirt and stone. (Prince's Path: Book 4)
* Fire Magic (or Pyromancy)
	+ Incendiary Magic - A type of fire magic
	+ It is inherently considered as offensive magic, but it can also be used for defense. (Prince's Path Book 4)
	+ Fire magic can be used to create a barrier that creates distance between yourself and an opponent. (Prince's Path Book 4)
* Growth Spell - A spell used to make plants grow
* Healing
* Ice Magic (or Cryomancy)
	+ Ice magic is a subset of transfiguration magic as it involves the transformation of water in the air into ice.
	+ It is one of the easiest forms of manipulate and is versatile.
* Life Magic
* Lucent Magic - Light Magic
	+ It can be used to illuminate a path, to issue signals to one's comrades on the battlefield, to blind someone, or as a ball of light to be thrown. It can also be used to obliterate a field of vision for everything except one's allies. (Prince's Path Book 4: Chapter 6 Part 4)
* Temperature Transfiguration Magic - Changes the temperature of an item.
* Transmutation Magic
* Transmogrification Spell - A spell that changes one thing into another thing. It's often used for daily life.