Magic

Magic is a supernatural force that influences events or produces a desired effect through incantations or other techniques that assure control of the forces of nature. Magic can be drawn from various sources, though most commonly from the elements that form the dominant forces of nature

## Magic Types

### 🔮 Elemental Magics 🔮

Elemental Magics are the main type of Magic that is notably found in everyday life. Most instances of Elemental Magic are things that one might come across in every day life, ranging from everything from Fire and Water to Time and the Soul.

#### ☁ Air

*Air Magic represents the sky of the Crowned Isles, its key concepts being Sky, Speed, and Weather. Air’s Positive Emotions are Pride and Freedom, and their Negative Emotions are Self-Hostility and Confinement. Its symbolic color is pure white (HEX #F0EDE1 / RGB (240, 237, 225)), and their eyes glow this color while using users' magic.*

#### ☢ Atomic

*Atomic Magic represents the deterioration of the Crowned Isles, its key concepts being Radiation, Corrosion, and Pollution. Atomic's Positive Emotions are Lack of Control and Disturbance, and its Negative Emotions are Control and Stability. Its symbolic color is acid green (HEX #76BB68 / RGB (118, 187, 104)), and users' eyes glow this color while using their magic.*

#### 🃏 Chaos

*Chaos Magic represents the uncontrollability of the Crowned Isles, its key concepts being Shadow, Disorder, and Confusion. Chaos’ Positive Emotions are Disruption and Disorder, and its Negative Emotions are Serenity and Order. Its symbolic color is potent purple (HEX #462639 / RGB (70, 38, 57)), and users' eyes glow this color while using their magic.*

#### ⏳ Chrono

*Chrono Magic represents the flow of time in the Crowned Isles, its key concepts being Time, Displacement, and Vision. Chrono's Positive Emotions are Patience and Understanding, and its Negative Emotions are Impatience and Confusion. Its symbolic color is true cyan (HEX #0EE3D8 / RGB (14, 227, 216)), and users' eyes glow this color while using their magic.*

#### 🗻Earth

*Earth Magic represents the islands that make up the Crowned Isles, its key concepts being Nature, Growth, and Sturdiness. Earth’s Positive Emotions are Focus and Delight, and its Negative Emotions are Distraction and Disgust. Its symbolic color is oilcloth green (HEX #83BA8E / RGB (131, 186, 142)), and users' eyes glow this color while using their magic.*

#### 🔥 Fire

*Fire Magic represents the heat and flames in the Crowned Isles, its key concepts being Combustion, Heat, and Rebirth. Fire’s Positive Emotions are Superiority and Admiration, and its Negative Emotions are Envy and Anger. Its symbolic color is desert fire (HEX #FFBC4A / RGB (255, 188, 74)), and users' eyes glow this color while using their magic.*

#### ☀ Light

*Light Magic represents the sun in the Crowned Isles, its key concepts being Perception, Light, and Sanctity. Light’s Positive Emotions are Confidence and Satisfaction, and its Negative Emotions are Jealousy and Contempt. Its symbolic color is Egyptian gold (HEX #D8A01B / RGB (216, 160, 27)), and users' eyes glow this color while using their magic.*

#### 🧠 Mind

*Mind Magic represents the thoughts of every living thing in the Crowned Isles, its key concepts being Thought, Emotion, and Dreams. Mind’s Positive Emotions are Serenity and Peacefulness, and its Negative Emotions are Anxiety and Disturbance. Its symbolic color is deep pastel lavender (HEX #AB73E7 / RGB (171, 115, 231)), and users' eyes glow this color while using their magic.*

#### 👻 Soul

*Soul Magic represents the mana within the living things in the Crowned Isles, its key concepts being Energy, Control, and Mana. Soul's Positive Emotions are Restraint and Understanding, and its Negative Emotions are Impulse and Confusion. Its symbolic color is pure white with swirls of acid green (HEX #F0EDE1 + #76BB68 / RGB (240, 237, 225) + (118, 187, 104)), and users' eyes glow this color while using their magic.*

#### 💾 Technology

*Technology Magic represents the expansion of the Crowned Isles, its key concepts being Advancement, Control, and Improvement. Mind’s Positive Emotions are Serenity and Peacefulness, and its Negative Emotions are Anxiety and Disturbance. Its symbolic color is deep pastel lavender (HEX #AB73E7 / RGB (171, 115, 231)), and users' eyes glow this color while using their magic.*

#### ⚫ Void

*Void Magic represents the lack of mana in the area surrounding the Crowned Isles, deep in the astral abyss that the Crowned Isles float in. Its key concepts are Emptiness, Vacuum, and Absorption. Void's Positive Emotions are Impulse and Confusion, and its Negative Emotions are Restraint and Understanding. Its symbolic color is black with swirls of potent purple (HEX #000000 + #462639 / RGB (0, 0, 0) + (70, 38, 57)), and users' eyes glow this color while using their magic.*

#### 🌊 Water

*Water Magic represents the oceans and rivers of the Crowned Isles, its key concepts being Ocean, Cold, and Mystery. Water’s Positive Emotions are Fluidity and Adaptability, and its Negative Emotions are Fear and Sadness. Its symbolic color is dark ocean blue (HEX #002B4D / RGB (0, 43, 77)), and users' eyes glow this color while using their magic.*

### 🍂 Seasonal Magics 🌻

Seasonal Magics are a form of Magic that rely heavily on the Seasons to manifest.

Seasonal Mages aren't affected by the usual Devouring that other Mages are. Instead, their Magic can unexpectedly become tainted, creating a new threat to the user known as Corruption. If a user becomes Corrupted, their Spells instead have the opposite effect; a healing spell will instead inflict pain, a fire spell will instead produce ice, etc. Corruption occurs similarly to Devouring, however it has a few unique way sit can happen as well. In addition to the usual being overtaken by their Magic, they can also become Corrupted when they come in contact with Chaos Magic, Erebus Magic, Nether Magic, or the Seasonal Magic that directly opposes theirs. Corruption can be reversed through a process known as Cleansing, however it's much easier to Corrupt than it is to Cleanse.

Seasonal Mages all possess a unique mark depending on their type of Magic known as a Seasonal Mark. This mark is placed somewhere on their body, and is usually brandished by powerful mages as a way of letting people know their status. This mark appears similarly to a faded tattoo; an ornate mark that's the color of scar tissue, which seems to hum with Magical power. If an individual is corrupted, their Seasonal Mark will form a dark black spiked circle marking around it, signifying that the user has been overtaken by Corruption. After Corruption, their mark becomes painful, as if a hot iron is being pressed on their skin at all times.

#### 💐 Vernal Magic

*Vernal Magic corresponds to a Seasonal Mage that was born in the Spring, and thus pulls on the power of Spring to utilize its spells. Its key concepts are Rebirth, Spring, and Growth. Instead of the magic's strength being influenced by Emotion, it's instead influenced by season, and Vernal Mages are strongest during the Spring and weakest during the Fall. In some cases, they are weakened to the point that they cannot use their Magic when it's Fall. Its symbolic color is spring green (HEX #00FF7F / RGB (0, 255, 127)), and a users' Seasonal Mark glows this color while they use their Magic.*

#### 🌻 Estival Magic

*Estival Magic corresponds to a Seasonal Mage that was born in the Summer, and thus pulls on the power of Summer to utilize its spells. Its key concepts are Summer, Warmth, and Rain. Instead of the magic's strength being influenced by Emotion, it's instead influenced by season, and Estival Mages are strongest during the Summer and weakest during the Winter. In some cases, they are weakened to the point that they cannot use their Magic when it's Winter. Its symbolic color is exotic summer (HEX #F5DF8E / RGB (245, 223, 142)), and a users' Seasonal Mark glows this color while they use their Magic.*

### 🌌 Dimensional Magics 🌌

Dimensional Magic is a collection of four powerful forms of Magic: Aether Magic, Nether Magic, Umber Magic, and Ender Magic. They originate not from the Isles, but instead the dimensional planes that are their namesake. Since then, they have been introduced and incorporated into the Crowned Isles.

#### 🩸 Aether

*Aether Magic is magic that originates from the Aether, a parallel dimension to the Crowned Isles better known as The Primordial Archives. It deals with the in-between of the world, carefully manipulating the energy that rests in between the elements. Its key concepts are Knowledge, Connection, and Aura. Aether’s Positive Emotion is Complete Sensibility, and its Negative Emotions are Greed, Wrath, and Hatred. Its symbolic color is bonnet red (HEX #A7252E / RGB (167, 37, 46)), and users' eyes glow this color while using their magic.*

#### ❌ Ender

*Ender Magic is magic that originates from the Ender, a parallel dimension to the Crowned Isles better known as Terminus. It deals with the place at which all things end, and is thought to be the magical equivalent of the various interpretations of the end times. Its key concepts are Reaction, Null, and Finish. Ender's Positive Emotions are Acceptance and Nirvana, and its Negative Emotions are Rejection and Attachment. Its symbolic color is musou black (HEX #000000 / RGB (0, 0, 0)), and users' eyes glow (or in this instance don't glow) this color while using their magic.*

#### 💀 Nether

*Nether Magic is magic that originates from the Nether, a parallel dimension to the Crowned Isles better known as World's End. It deals with the chthonic world, better known as the underworld, and has strong connections to death. Its key concepts are Death, Destruction, and Corruption. Nether’s Positive Emotions are Acceptance and Relief, and its Negative Emotions are Denial and Grief. Its symbolic color is lava black and orange (HEX #352F36 + #F76806 / RGB (53, 47, 54) + (247, 104, 6)), and users' eyes glow this color while using their magic.*

#### 🌟 Umber

*Umber Magic is magic that originates from the Umber, a parallel dimension to the Crowned Isles better known as The Borderlands. It deals with the cosmic and the supernatural. Its key concepts are Celestial, Supernatural, Pure. Umber's Positive Emotions are Patience and Order, and its Negative Emotions are Impatience and Disorder. Its symbolic color is burnt umber (HEX #8A3324 / RGB (138, 51, 36)), and users' eyes glow this color while using their magic.*

### 🧿 Primordial Magics 🧿

Primordial Magics are the very first Magic ever recorded in the known multiverse, thought to be lost to time. Long before the Crowned Isles came into existence, these Magics were utilized in the Primordial planes, and were known to be a powerful type of magic with its power not resting in the Primals, but instead in the ebb and flow of the universe itself. However, even after being lost, it has lately been occasionally found in certain individuals with no explanation.

#### 😈 Erebus

*Erebus is an ancient form of Magic, theorized to be the very first spark of evil in the multiverse. Its key concepts are Pure Darkness, Pure Midnight, and Pure Evil. Erebus' Positive Emotions are Pride, Greed, Lust, Envy, Gluttony, Wrath, and Sloth, and its Negative Emotions are Humility, Charity, Chastity, Gratitude, Temperance, Patience, and Diligence. It has no symbolic color, instead when using magic the user and the area around them within a 60ft area turn entirely greyscale.*

#### 😶 Oceanus

*Oceanus is an ancient form of Magic, and is known as the origin of neutrality and balance. Its key concepts are Pure Nebuous, Pure Dawn, and Pure Neutrality. Oceanus has no Positive or Negative Emotions, with users acting similarly to Gilded in how their Magic interacts with their emotion. It has no symbolic color, instead when using magic the user and the area around them within a 60ft area turn high contrast.*

#### 😇 Prometheus

*Erebus is an ancient form of Magic, and was a beacon of hope in the dark world before the semi-modern era. Its key concepts are Pure Light, Pure Midday, and Pure Good. Prometheus' Positive Emotions are Humility, Charity, Chastity, Gratitude, Temperance, Patience, and Diligence, and its Negative Emotions are Pride, Greed, Lust, Envy, Gluttony, Wrath, and Sloth. It has no symbolic color, instead when using magic the user and the area around them within a 60ft area glow a powerful radiant light.*

### ✨ Miscellaneous Magics ✨

Miscellaneous Magics are the collection of Magic that Scholars can't properly categorize into other distinctions, so they group them together as their own mosh pit of Magic. Just because a Magic is in this doesn't mean it's useless or rare, quite the contrary. It just means that it can't be properly organized into any other classification of Magic.

#### 🔋 Arcane

Arcane Magic is a unique form of magic, created in modern era as a means of harnessing Magic without going through the effort of training it. Used as a means of giving the user a boost in power, when activated Arcane Magic fills the user with pure magical energy, allowing even the most unskilled mages to harness their highest level spells, though not without sacrifice. Due to being artificial, it's not a Magic one is born with, and is instead a type of Magic that one acquires later on in life, allowing a user to have Arcane Magic as well as their original Magic. Its unofficial key concepts are Artificial, Unstable, and Addictive. Its symbolic color is fresh purple (HEX #D260E1 / RGB (210, 96, 225)), and users' eyes glow this color while using their magic. In addition to this, any spells cast with the enhancement of Arcane Magic also cause the user's eyes to glow this color, and the effect of the spells itself leave a glowing aura of this vibrant pinkish hue.

#### 👊 Atlas

*Atlas Magic is a barbaric form of magic that relies on physical enhancements to fuel powerful melee attacks rather than creating new effects. Its key concepts are Adapted, Physical, and Strength. Its Positive Emotions are Focus and Confidence and its Negative Emotions are Distraction and Uncertainty. Its symbolic color is Chinese silver (HEX #C3C3C3 / RGB (195, 195, 195)) and users' eyes glow this color while using their magic. In addition, their skin also begins to turn metallic silver with prolonged usage.*

#### 📔 Grimoire

*Grimoire Magic is a strange type of magic, having just one spell of its own. However, its main interest comes from the user's ability to study and utilize other types of Magic with relative ease utilizing the Grimoire Language of the Arcane, the language that all Magic can be easiest transcribed into. They accomplish this using a Grimoire, which can come in various forms including everything from books to spyglasses, to record spells that they observe. They can then use these spells at any time, though at a much greater cost than normal mages. Grimoire's key concepts include Empowerment, Eldritch, and Eternal. Its Positive and Negative emotions depend on the element of the spell that the user casts. Its symbolic color depends on the element of the spell the user casts.*

#### 🦠 Malediction

*Malediction Magic originates from a disease known as Malediction Fever, a violent process similar to Devouring where the virus attempts to replace the magic within the target's soul. Its key concepts are Disease, Devastation, and Infection. Malediction magic is unique, in that it actually takes its power from other people’s emotions rather than the caster’s. Malediction is stronger when it’s victims show Helplessness or Fear, and it’s weaker when its victims show Bravery or Selflessness. Its symbolic color is green-yellow (HEX #ADFF2F / RGB (173, 255, 47)), and users' eyes glow this color while using their magic. On top of this, while using their magic their fingertips and veins turn this color as well.*

## Spells

As a Mage trains and increases in power, so do their Spells. When a Spell reaches a milestone, known as a Tier, there is a notable increase in power that is usually signified by a longer duration, stronger effect, or maybe even something as simple as an aesthetic alteration.

There are a few distinct Tiers that can be observed throughout Magic, some of which are more common than others.

### General Tiers

#### Satus

Satus is the very beginning of a spell, the first taste of a spell that anybody will ever get. From that very first time you cast the spell–whether it be by accident or on purpose–to when you finally start training it, Satus indicates that a spell is at its start and has a long journey ahead of it.

#### Levis

Levis is a rank of spell that is considered the “status-quo” of a spell. When you think of a spell, this is what you think of. It’s your most generic idea of a fireball possible, and indicates that a mage has gained more control over their magic while still having a ways to go.

#### Vitalis

Vitalis is considered the final rank of the majority of spells, somewhere around 90% of spells. Some spells do go further beyond this, but most stop at this level. This level indicates general “mastery” over any given spell, indicating the user has reached the theoretical limit of the spell in question.

#### Superius

A potential Rank 4 of spells, Superius is the first of two spell tiers that pushes a user further beyond what spells are usually capable of. Superius is a newer concept being researched by scholars, and as such is not viewed in all spells. However, it's theorized to be mainstream in the next 100 years.

#### Aeternus

Aeternus is the theoretical final rank of spell, and is a very powerful form of the original spell. Aeternus is viewed very rarely, and only appears in a few spells as of now with even fewer people able to utilize its abilities.

### Misc. Ranks

#### Mundus

Mundus is a tier that greatly weakens power for greatly enhanced control, allowing passive casting. For example, a Vitakinetic spell at the Mundus tier would allow the user to passively heal injuries at a very slow rate (still accelerated from normal), but they would be able to cast it without consequence.

#### Finalis

Generally only used by Gods because to Mortals it's a dangerous action, this is a grand finale type of spell. The user of this spell causes a massive magical event that's world changing, world-changing, potentially even causing a massive change in the Crowned Isles that throws off the environment entirely. Mortals literally fade from existence after the spell completes. They're erased from time and they're erased from reality. They are entirely forgotten. It's not something to strive for, it's something to strive against unless it's necessary.

#### Solum

A rare tier of spell that only appears every so often, it's not something like Superius or Aeternus that can be "learned" as much as it is the only option. Solum tier spells are the only tier within their spell, and thus cannot be trained any higher. They're usually only found in Magistrate level spells.

## Limitations of Magic

Spells are draining, sometimes hurtful abilities that are to be used only when necessary. While some Spells can be used for pleasure or for fun (such as conjuring drinks, talking with animals, and various other enhanced skills), it's important to note that for the most part, a Spell is not something that can be used with the ease of breathing. A Mage's limitations with their Magic are much like a normal person’s, humans can't just perform amazing feats or do more than their bodies will allow them without practice and training. Even with that, everyone has a hard limit. No average Mage is able to go toe-to-toe with a god or slay twenty monsters solo. A Mage is never void of their Magic's side-effects. No matter how much they train, the side effects will increase in strength as well as their own abilities as a form of equilibrium.

When it comes to how much a power affects a person in terms of side effects: A Low-Tier Spell (Novice-Adept) takes a steady amount of power that can be managed rather easily, a Mid-Tier Spell (Journeyman-Mythic) takes a large amount of power that when used multiple times in a row can prove dangerous, and a High-Tier Spell (Archmage-Magistrate) takes such a large amount of power that most people can only use it once--with a select few being able to use it twice or maybe three times--before they're entirely overwhelmed by the side effects of their Magic.

Universal side-effects of Low to Mid-Tier Spell usage would be lack of energy, need for sleep, hunger, weakness in the limbs, and loss of control with stronger Spells, and the use of High-Tier Spells could lead to temporary paralyzation, fainting, coma, and even death if overdone. Some Spells have their own unique side effects which go in addition to these ones, though they’re usually in regards to the substance the power makes (such as being burned by a fire power). Some Low-Tier Spells have side effects that can be found commonly in High-Tier Spells, but at a baseline these Universal side-effects can usually be found in any Spells that are applicable.

Devouring is a side-effect that is a potential risk in any spell, and while it becomes more probable in high-tier spells, if one allows their Magic to overtake them they will most certainly be devoured. This most commonly happens when one's emotions go out of check, resulting in the user becoming Devoured. Their mortal soul is burned away and replaced by Magic, turning them into a husk of their formal selves.

Spells that provide some kind of resistance, such as lightning/heat resistance, also have limitations with them. A Mage can't stand in a Volcano or have a 10,000 Watt charge of electricity flowing through them all throughout the day. If they’re lucky, they can survive a short period of time in the most extreme of those conditions with only a good amount of burns and pain to deal with.

## Spell Classifications

Every spell has some kind of classification to them; a way to organize the effects of a spell in an efficient and easy to understand manner. A spell's classification has little to do with the spell's strength, magic type, or rarity. Instead, it simply explains the effects of a spell.

### Conjuration; “Pulling a rabbit from a hat”

* Conjuration deals with creating objects and creatures, or making them disappear.
* Conjuration is mainly utility, so spells that might be utilized to destroy creatures and entities aren’t actually Conjuration.

### Necromancy; “So nice of you to join us again…”

* In general, think of spells within Necromancy as manipulating the ebb and flow of different creatures’ “life energy”, or the balance of energy between life and death. This can come across in the form of helping resurrection, or draining vitality.
* Necromancy isn’t strictly raising things from the dead or life-draining, however. It also deals with all forms of healing!

### Evocation; “KAMEHAMEHA!!”

* Evocation unleashes a raw magical energy upon their enemies. Whether it be flames, ice, or pure arcane energy: Evocation spellcasters are here to deal damage and chew gum… and they’re all out of gum.
* If a spell is strictly related to manipulation instead of also including creation of an element, it is usually not Evocation.

### Abjuration; “Deliver us from evil”

* Abjuration is primarily designed for protection and shielding. Don’t be fooled however, some Abjuration spells can pack quite a punch.
* Most banishment or destruction spells that are more “offensive” are under Abjuration instead of Conjuration.

### Transmutation; “Water to wine”

* Transmutation is able to manipulate the physical properties of both items and people. This could be something simple – such as turning copper into gold – or could be an advanced spell that turns you into a different creature.
* Most spells that don’t fall under Evocation can be found somewhere in here, with again, a few exceptions, however significantly less than between Evocation and Enchantment.

### Divination; “Reveal your secrets to me”

* Divination is centered around revealing and granting knowledge and information to the caster. Useful for reading ancient scripts, identifying magical items, and seeing invisible enemies.
* Divination has no Offensive or Defensive capabilities, only utility. You can’t kill someone with a Google Translate brain! (But you can bore them to death).

### Enchantment; “You are getting sleepy…”

* Enchantment is designed to manipulate the the way that something or someone functions. It can manipulate the brain similarly to hypnotism or manipulate a spell to change its effects slightly.
* Any Kinesis spells that don’t fall under Transmutation or Evocation fall under this category.

### Illusion; “Nothin’ but smoke and mirrors”

* The School of Illusion is concerned with manipulating the various senses of people and creatures. This could be vision, hearing, or other various senses such as body temperature.