Magic

**Magic** is a term describing a type of energy in the Windrose world. It can be channeled in a variety of ways and is inextricably tied to the world on multiple levels, affecting human cultures, the biology of animals, and even the weather.

#### Terminology

There are several important terms to understand when discussing Magic and its effects.

##### Magic

The term "Magic" itself has multiple definitions. Generally, Magic is defined as the energy that is channeled by people to cast spells. This energy can be measured most directly by its effect on the environment around it. Spells and other magical phenomena that have little external effects are considered "low magic". The second definition of Magic relates to mages. Many mages refer to the kind of spells that they possess an inherent affinity for as "their Magic".

##### Mage

"Mage" is a term used to describe a certain kind of spellcaster who is born with an inherent ability to induce some kind of magical effect. Most practicing spellcasters are mages. A mage's magic affinity is dependent on a variety of factors, including their personality, their culture, and the environment in which they are born, as well as many unknown factors. The nation of Lancea, for instance, is notable for a cycle of mage births in which each generation has a different majority of elemental mages being born. At the start of a century, for example, mages that control fire may be more common, but by the end of that century, mages that control the wind may be more common. Another name for this manifestation is "the Gift".

Certain kinds of magic are also known to be genetic, and are passed down among prestigious mage families. The exact manifestation of magic may slightly differ with each successive generation, so many mage families place heavy emphasis on raising their children to channel their magic in the "correct" way. On the other hand, many mages seem to awaken their power randomly, with no familial ties granting them magic. The ultimate origin of a mage's ability is yet unknown.

Many mages unlock their magic during a moment of intense emotion, often pain or fear, but many others begin manifesting their magic much more slowly and passively over time.

##### Spells and Spellcasting

A spell is a specific channeling of magic to produce a specific effect. When a mage discovers their magic, they generally eventually find a "list" of spells that come to them naturally. For example, some mages might awaken the ability to summon rain, or others might find an affinity for using their magic to heal wounds. But eventually, a mage finds a limit as to their ability to instinctually manipulate magic. If such a mage wishes to expand their arcane knowledge, they must study spellcraft.

Beyond a mage's natural affinity, spellcrafting involves using external foci to channel magic into a specific form. The exact foci used in a spell vary depending on what effect the spellcaster wants to elicit. The potency of various foci can wax and wane depending on where in the world the spell is being cast, as culture and popular consensus have an impact on the manifestation of Magic in any given area. Once the suitable foci are created or collected, a mage simply wills their power through the foci to channel a spell. The foci does not need to be an actual physical item. Magic words, for example, are a sort of spell focus.

Certain kinds of spell foci can channel magic that ambiently exists in the world, such as Runes from the city of Indigo and the nearby woodlands. These spell foci can be used by non-mages as a result, and are often used by Occultists and Summoners who might not have magic of their own.

#### Manifestations

Beyond directed spellcraft, magic appears in the world in a variety of forms, both directed by humans and not.

##### Magic Items

Magic Items are material items that are embedded with magic power through a variety of means. They are essentially hyper-specialized spellcasting rituals that cast a handful of specific spells upon use. Importantly, magic items are usable by non-mages, allowing for the spread of magic amongst the general populace. Many magic items also have a sort of decaying effect similar to radioactive decay, where magic energy slowly radiates off of the item and influences the local area if left unchecked. Because of this reason, magic items were banned in the country of Windrose following the One Week War, barring a handful of very specific exceptions. Other nations, such as Lancea, combine magic items with mundane industrial practice to power a bustling industry of Magitech.

##### Familiars

Familiars are beings composed entirely of magic used to assist mages in a variety of tasks. There are multiple types of familiars, including Legents, powerful familiars summoned from potent stories and myths, as well familiars summoned by separating a piece of one's soul, and many others. Certain types of familiars, most notably Legents, can be summoned by non-mages as long as they have the correct materials.

Some entities comprised entirely of magic can appear in the world naturally, without a summoning ritual. These entities can become familiars through a bonding ritual as well.

##### Magical Phenomena in the World

Various aspects of the natural world can also be influenced by magic more ambiently. For example, high quantities of magic can warp the environment in a variety of ways. The impossible climate variety in the nations of Windrose and Tephra are somewhat magical in nature, although their origins are unknown. In Raoji, the goddess Kokuten cursed her former territory to become a barren wasteland of decaying trees and fungal growth after being exiled.

Certain organic entities can also be heavily influenced by magic while not being fully made of magic like familiars are. An example of such an organism is the Arbanshi tree, a massive underwater tree that consumes magic items. Those who live within the Arbanshi are in turn effected, with some parts of their body becoming translucent and taking on a pink and white marbled pattern.

The origins of certain bloodlines in the world are the result of magical influence. Godly Blessings in Raoji and Mitsudai, for example, are the result of a God granting certain biological features to a devoted follower. These features are then passed on to their children, so while the children biologically possess such features, the origins of the features ultimately lie in magical power.