Magic

**Magic**, also known as **mana** by Elysapiens, or **spiritual energy** by Ancient Humans, is a form of energy present on Wizard Realm Earth, the planet Deus and the star Mundus. It once existed on the Normal Realm's Sun and Earth. It is the source behind all magic spells performed by the organisms harboring the aforementioned locations.

## Origin

Magic is an energy carried by special electromagnetic radiations emitted from the stars Mundus and Helios, the latter commonly known as the Sun by humans from the Normal Realm and the Wizard Realm. This energy is able to permeate into quanta, allowing it to exist and flow in any environment and within anything. Alone, magic is incapable of performing any actions, and thus requires a medium to be used. As a result of life appearing and evolving on habitable planets within the two stars' respective solar systems, magic mutated the organisms to be able to contain and use it. Eventually, Elysapiens from Deus, and Ancient Humans and Demons from the Normal Realm appeared, and became the first beings to utilize magic due to their superior intelligence compared to other creatures, though it took them several centuries of development to discover and utilize this energy. Following the First Dark Lord War, the Normal Realm's Earth and Sun's magic were completely depleted and absorbed by the Elysapiens to amplify their own magic, rendering the organisms on Earth magic-less since then on.

The Wizard Realm's Earth, which is in fact a parallel dimension of the Normal Realm's Earth, also has magic flowing through its environment. Unlike its Normal Realm counterpart, magic is emitted from the Wizard Realm's Earth itself, not from external sources.

## Overview

Magic is an important aspect of every being as it is their source of magic power, which is used to perform various supernatural feats. This energy is naturally existing and flowing in the environment, and within everything living. Due to this, it is common knowledge that everything sentient is able to use magic to some extent. Affinity for magic varies amongst individuals, with some people possessing vast amounts of magic upon birth, while some others possess below average amounts, though the capacity can be increased later in life through diligent training.

A person being born without any magic was thought to be an impossible, if not laughable occurrence, as even the least fortunate of people possessed a minimal amount of magic within them. Keyonne Greyson, the Second Dark Lord, is the sole anomaly, as he was born without any magic at all, which garnered extreme prejudice towards him during his youth. This in turn makes him immune to the effects of Void Magic Ore and undetectable to magic-sensing techniques.

Furthermore, when someone uses up all of their magic, it could cause them severe exhaustion, render them unconscious, and, in extreme cases, lead to a permanent coma. Magic can then be replenished by simply consuming foods and water, inhaling natural air, or even digesting dirt, as all substances exposed to radiation from the special electromagnetic waves contain magic.

Being a form of seemingly unlimited and renewable energy, magic can be used to power certain technologies exclusive to the Wizard Realm, such as teleportation devices that utilize Spatial Magic, universal translators that use magic to identify and alter sound waves of all languages in the Wizard Realm, or mobile phones powered by the user's own magic, etc. Additionally, since it can be converted into other forms of energy such as electricity through the use of spells or advanced machinery, magic can be used to power technologies from the Normal Realm as well.

### Limits

Despite the extraordinary feats magic is capable of accomplishing, it is still limited by many factors, though some of them can be bypassed through the use of Life Ignition. Limits of magic include:

* **Void Magic Ore**: A unique mineral that once only existed on Diabolus, later arriving at Wizard Realm Earth following its destruction by Elysapiens. Magic is susceptible to Void Magic Ore, as the latter naturally opposes any form of magic and is capable of nullifying it through direct contact. Beings that possess magic within their bodies would have their magic completely erased and be rendered magic-less upon coming in physical contact with Void Magic Ore, and possibly being afflicted by detrimental effects depending on the purity. In the Wizard Realm, this mineral destroys any magic that comes in contact with it entirely, unless the magic is cast while Life Ignition is augmenting it. In the Normal Realm, Void Magic Ore mimics this effect by dispersing magic it touches due to the laws of conservation.

## Types of Magic

### Extrinsic

*For a full list of known Extrinsics, see Category:Extrinsics.*
Extrinsics are magic spells that can be casted by any being that possesses magic and knowledge on how to use it. This type of magic is mostly used to convenience essential activities in everyday life, such as Reinforcement Magic that increases the user's physical abilities to carry out laborious tasks, Clone Magic that allows the user to create weaker duplicates of themselves to perform multiple tasks at once, and Healing Magic that accelerates the healing process of an injured being, etc.

The extent of an Extrinsic's power is dependent on the magic used to supply it, as large amounts of magic can augment basic and harmless Extrinsics into dangerous and powerful spells; an example being enhancing Reinforcement Magic to the extent of being able to punch through metal walls as opposed to using it to carry slightly heavy objects, or magnifying Healing Magic to mend broken bones within seconds compared to sealing minor wounds. Since most people possess magic and are able to use Extrinsics to some extent, Extrinsics are rarely used as a form of combat, and are more commonly used for self-defense if one has not awakened their Intrinsic.

Additionally, Intrinsics can be incorporated into Extrinsics to create more powerful versions of the latter that carry the former's properties to boost their effectiveness, such as Water Healing Magic that widens the area of healing by using magic-infused water, Flame Clone Magic that combusts injured clones to damage and distract enemies, etc.

### Intrinsic

*For a full list of known Intrinsics, see Category:Intrinsics.*
Intrinsics are magic powers dormant within individuals that are usually accessed upon awakening them through extensive physical and mental training, though experiencing life-or-death situations or intense emotions could allow temporary manifestation of one's Intrinsic. Some lifeforms possessing magic could even awaken their Intrinsics spontaneously, though this is an extremely rare phenomenon. This type of magic is mostly used for combative purposes, as it boasts offensive, defensive, and supplementary skills beyond the capabilities of Extrinsics, though some Intrinsics simply grant unique skills others cannot perform.

Since animals and plants contain magic, they are able to awaken Intrinsics as well, though this rarely happens since either of them lack intelligence to understand and utilize magic. If a flowering plant were to awaken its Intrinsic, the magic it contained and abilities it gained would be entirely concentrated into one of its fruits, drastically changing the fruit's appearance to suit the Intrinsic's powers. By consuming a fruit that bears an Intrinsic, a creature is able to gain that Intrinsic for themselves, allowing them to utilize the fruit's Intrinsic and their own simultaneously.

On the other hand, if a non-human animal were to awaken its Intrinsic, they would gain human-like intelligence, allowing them to learn and understand human languages, along with the abilities awakened by the Intrinsic. Consuming an animal with an Intrinsic would not bestow their respective Intrinsic onto the consumer because the magic is more diluted throughout the animal's body compared to the concentrated magic within a fruit.

Sentient creatures can voluntarily transfer their Intrinsics to others if the recipient consents through physical contact. This allows the recipient to possess multiple Intrinsics simultaneously. However, this will inevitably cause the transferrer to lose their life after the process. Another method is to seal the transferrer inside of the recipient, preserving the former's life while still allowing the latter to utilize multiple Intrinsics. However, this procedure is rarely used since it not only requires an incredibly powerful and complex sealing-based spell, but also may cause personality disorders and bodily mutations for the receiver due to multiple souls inhabiting one body if the seal isn't strong enough, and could potentially cause their death if the transferrer is malicious and took over the body instead.

It is a common and widely accepted occurrence for individuals to possess similar or identical Intrinsics, and this is usually the result of genetics or personality, the two deciding factors of an individual's Intrinsic. Descendants of a common ancestor who possessed an extraordinary amount of magic and a powerful Intrinsic are likely to inherit the same Intrinsic, as shown with the Jews of Jerusalem, the citizens of Game-Land who all possess some form of Game Magic, and the natives of the Wizard Realm continent Mesopotamia who mostly share the Intrinsic Terrorism Magic.

## Types of Intrinsics

Intrinsics were extensively studied by scholars following the Second Dark Lord War due to global hysteria over the occasional "Elysapien" invasions. Eventually, four categories of Intrinsics were established to better classify Intrinsics and countermeasures were formulated for each category. An Intrinsic can be classified into four different types depending on its nature:

#### Kinesis

**Kinesis**-type Intrinsics are Intrinsics that allow the user to generate and manipulate substances at will. The emissions of Kinesis-type Intrinsics could be actual substances found in nature such as water or air, or unique materials only producible by the Intrinsic. Some rare Kinesis-type Intrinsics allow the user to generate and manipulate multiple different substances. The effects of Kinesis-type Intrinsics generally require consciousness to maintain; knocking the user unconscious or killing them would dispel their control over the substances they were manipulating or generated, and will cause the created emissions to quickly disappear over time.

A Kinesis-type Intrinsic cannot manipulate another Kinesis-type Intrinsic's emission if they are identical. For example, someone who can generate and manipulate fire cannot manipulate fire produced by another person. Additionally, two users attempting to control the same substance will result in a stalemate, which can only be broken if one user's magic manages to overpower the other's through sheer amount, or one user withdraws their magic and forfeits control.

Kinesis-type Intrinsics commonly have long ranges with seemingly no distance restrictions other than the user's line of sight. This usually puts them at an advantage against Morph-type Intrinsic users, and less skilled Transmute-type Intrinsic users whose powers are usually limited to physical contact and close ranges. Experienced users of Transmute-type Intrinsics who can extend their range of effect are generally disadvantageous for Kinesis-type Intrinsic users to fight against, as the former can alter the properties of the respective substance the latter controls and generates to inhibit their powers.

#### Transmute

**Transmute**-type Intrinsics are Intrinsics that allow the user to alter the properties of their surroundings in certain ways, changing their form or nature unnaturally. Examples of these Intrinsics include disassembling something, turning something invisible, or making something weightless, etc. The effects of Transmute-type Intrinsics require consciousness to maintain, and can be willingly cancelled by the users themselves. Additionally, knocking the user unconscious or killing them can immediately cancel out the effects of their Intrinsic and restore altered things to their original form. Some of these Intrinsics work best on living organisms, some work best on inanimate objects, and others work equally well on any object.

Unlike Kinesis-type Intrinsics that cause stalemates when two users attempt to manipulate the same object, Transmute-type Intrinsics can stack their effects upon one object. For example, an Intrinsic that can turn things invisible and an Intrinsic that makes things weightless can combine their powers to make an object weightless and invisible. Depending on the situation, combination of effects could be detrimental or beneficial to either side of a conflict.

Transmute-type Intrinsics usually require a close-range proximity to be utilised fully in combat since physical contact is usually a prerequisite to bestow properties onto things, putting them at a relative disadvantage against powerful Kinesis-type and Morph-type Intrinsics. However, advanced users have been shown to be able to eject their magic over a distance to alter things beyond their reach, effectively expanding their range of influence. This puts them at an advantage against Kinesis-type Intrinsic users who rely on generating and controlling a specific substance for combat, effectively inhibiting their powers by changing the form, composition, or even nature of the substance they produce and manipulate. However, Morph-type Intrinsics, which enhance their users' bodies and boost their close-range combat capabilities generally fare well against Transmute-types since the latter relies on the environment for combat, unless the latter's Intrinsic affects living beings, in which case the advantage shifts.

#### Morph

**Morph**-type Intrinsics are Intrinsics that allow the user's body to take on some form of physical alteration. The effects of these Intrinsics include enhancing one's pre-existing attributes such as durability or speed, adding new features onto the body to improve one's abilities, transforming the user's body entirely into something different, etc. Generally, the alterations caused by these Intrinsics can be maintained as long as the user supplies them with magic, as such, durations vary amongst individuals depending on their own magic power as well as the overall power of their Intrinsics. For less skilled users, will and consciousness are required to sustain the abilities gained from Morph-type Intrinsics, and knocking them unconscious or killing them will cancel out the enhancements. Experienced users with large magic reserves have been shown utilizing their powers reflexively or constantly, countering sneak attacks, and causing further damage even upon death if possible.

Since the effect of Morph-type Intrinsics are limited to the user's own body, they usually have relatively small ranges of effect, and fare best in close-ranged combat. This puts users of this type of Intrinsic at a disadvantage against Kinesis-types who can bombard them with attacks from a distance, and Transmute-types who can affect living beings. However, depending on what powers the Morph-type Intrinsic yields, these weaknesses can be negated either partially or completely. A resilience-boosting Morph-type Intrinsic is capable of allowing the user to withstand damages done to them and approach their enemies, while a speed-boosting Intrinsic could allow the user to approach their enemies before they can even react or attack, etc..

#### Arcana

**Arcana**-type Intrinsics are Intrinsics that either allow the user to manipulate a certain aspect of the world that is incorporeal, do not fall into any of the other three categories, or fall into all three categories at once. Magic abilities such as the manipulation of space, time, physical forces, etc., can be considered Arcana-type. As a result of the loose classification, the Arcana category encompasses a wide variety Intrinsics, ranging from the most powerful almighty magic powers down to the most odd and impractical abilities, consequently making their effects and ranges unpredictable.

Due to the wide array of powers included in the Arcana category, specific countermeasures must be formulated for individual Intrinsics classified in it, and their interactions with other Intrinsics are largely incalculable at first glance. As such, Arcana-type Intrinsic users are generally considered a valuable asset in the Coalition of Nations's military, while enemies wielding powers of the same category are generally deemed a greater threat.

#### Hybrid

Some Intrinsics exhibit traits that can classify them into more than one type, and are thus considered **Hybrid**-type. Although they are collectively known as Hybrid-types, there are three subclasses named after the combination of the aforementioned types excluding Arcana to better categorize Intrinsics of this type.

* Kinesis-Transmute/Transmute-Kinesis: This type of Intrinsic allows its user to generate and manipulate a certain substance, as well as alter their surroundings in a certain way. An example of this type would be Nimrod Raven's Jewish Magic, which allowed him to create and control metal, but also absorb the "value" of anything around him to boost his magic, causing precious objects to decay into dust and also allowing him to absorb magic from people.
* Kinesis-Morph/Morph-Kinesis: This type of Intrinsic allows its user to generate and manipulate a certain substance, as well as alter their bodies in a certain way. An example of this type would be Aiden Higora's Leaf Magic, which allowed him to create, control, and transform into leaves.
* Transmute-Morph/Morph-Transmute: This type of Intrinsic allows its user to alter their surroundings and their own bodies in a certain way. An example of this type would be Hamdan Sheik's Terrorism Magic, which allowed him to turn anything into an incendiary explosive while also making himself capable of detonating similarly and consequently immune to explosive or heat-based attacks.