Magic

This section is about how magic works. For the elements, see Magic Classes.

Magic (or Magick, Sorcery, Witchcraft, Occultry, etc.) is the force that can control the fundamentals of the material world.

Magic is reliant on an external entity that has power. These entities are known as sources, or more commonly, “gods”. They can be true demons (fallen angels), God (more specifically, the forgotten god of mystery - Yah), or other currently unknown entities. Human beings are not sources or gods, but could possibly become one. There are different ways used to call upon these sources. They include actions, grimoires, or enchantments.

Beings who are able to use spells are called mages. Their natural ability (mididaem, *or more commonly*: power level, *scientifically*, kaph כּ) measures the overall power of the mage’s magic. This can be changed and exercised and is not a constant measurement. There are a couple of ways to measure power but this is the best way to numerically measure it. If an individual has no power at all or an indefinite amount of power, their kaph is “undefined”.

Magic can only be performed if both beings have a relationship. This means that pure electronics (such as A.I.), and entities without a mind cannot perform magic. There are some exceptions to this (such as some monsters being able to possess magic).

## Mididaem

A mage’s natural ability, mididaem, or power level, comes from many factors. These factors include:

* Memory
* Intelligence & Curiosity
* Discipline
* Intent
* Devotion
* Age
* Emotional Control
* Mental Strength

The actual word mididaem is an acronym of this list, all of these in conjunction are the mage’s natural ability, which influences the power output of their spells.

Explanation:

* Memory - a mage’s memory is what allows them to be quicker in casting. If you always need to look at a grimoire to cast, you’re not going to be efficient
* Intelligence - allows you to be aware of when to use a certain spell given a scenario, curiosity can lead you to unlock new spells
* Discipline - proper technique to perform spells allows mages to direct spells with minimal / without error
* Intent - a spell cannot be performed if it goes against the very nature of the source. An *Aquae* spell cannot be used to create fire directly
* Devotion - if a mage is devoted to the source, this can provide more power
* Age - beings generally cannot perform magic until they are around the age of 6
* Emotional Control - inhibitions from the mind can prevent mages from performing certain spells or increasing their level
* Mental Strength - the mind is crucial in performing spells. If a mage’s mind is broken, they either cannot perform spells or cannot control their spells

A being’s kaph can be undefined if they meet the criteria:

1. They do not have the ability to cast magic. Mages can also be undefined if they lost their ability to cast
2. They have access to indefinite power
3. Skilled mages can lower / hide their kaph signature to make it undefined

Magic output is also influenced by reserve and thoughts. But like anything else, it can be influenced by many things that go under the radar

## Kaph

Kaph (כּ, from the word כֶּשֶׁף, meaning "sorcery") is the unit of magic. It is interchangeable with “magic”, natural ability / mididaem, kaph reserve, and kaph signature.

Mages can sense other mage’s kaph signature (*or commonly known as*, aura). The stronger the signature is, the more noticeable it is to other mages. The aftermath of casting more power intensive spells can decrease kaph signature temporarily. Skilled mages can control their signature to appear weaker / powerless. But mages cannot increase their signature above their normal signature (unless using *Anti*). Each signature is different and unique. This is used to identify beings properly. The signature cannot be changed to resemble that of someone else’s but it can be hidden so no identification can be done.

Kaph reserve is the amount of magic that a mage has in stock. This is a regenerating number and can be exercised to increase / regenerate faster. The more a mage uses their reserve, the more exhausted they will feel. If a mage uses all of their reserve, they can collapse. Kaph reserve mirrors kaph signature, and beings with a low kaph reserve will usually be defined as “weak”.

The most intensive spell to use currently is *Kinesi Tempo*. This spell increases your speed to the point of which you see everything in slow motion. It will not stop until you tell it to or you lose all your reserve. This spell leeches your reserve quite fast. In a manner of 2 or so real-time seconds you can lose your whole reserve. Some skills ignore kaph recovery, *Kinesi Tempo*, is one of these.

The harder a spell is to learn, the more intensive it will be in the beginning. If a mage continues to use harder spells more and more, they can grow their kaph reserve to accommodate for the amount of energy lost.

If your kaph reserve is low, you will feel exhausted. However you will not feel physically exhausted. Since magic works with the mind, you will feel mentally exhausted. This means that if you run low on reserve, you should use your body in the meantime while your reserve regenerates.

Kaph recovery is the rate at which the kaph reserve replenishes over time. This allows you to continuously use magic within a set time period. This rate can be increased and decreased with practice. Increasing kaph recovery, as well as kaph reserve, should be a high priority for developing mages.

## Mage Abilities

Each mage is different - casting speed, power, transmutation, and recovery all vary from being to being.

#### Casting Speed

The speed at which a mage can use a basic skill. This is measured by having the mage use a basic element (such as exerting fire through a punch or controlling water from a nearby water source). Measured in milliseconds, time should be faster than throwing a punch.

#### Power

The excess force created by the mage from a successful cast. This "excess force" refers to kaph measure exerted from an unfiltered (full force) cast. Measured in kaph, relative to the mage’s kaph reserve.

#### Transmutation

The speed at which a mage can change magic classes. This refers to switching classes dynamically, such as how long it takes to go from *Ignis* to *Aquae*. Measured in milliseconds, should be faster than throwing a punch then following with a kick.

#### Recovery

The speed at which a mage can recover from a mistake or interruption. This is measured by interrupting a mage during casting and then measuring how long it takes for them to follow up with another cast. Measured in milliseconds, should be faster than catching yourself from tripping.

## Mediums of Magic

There are different ways to cast magic. Regardless of method, the user still needs to have a relationship to the source (some exceptions). These are some examples:

### Actions

To invoke a spell all a mage really needs to do is speak or perform a gesture. If a spell is directed, a mage needs to direct the spell at the same time.

If a spell was cast to improve function, such as *Kinesi Tempo*, all that is needed to do is to simply say it (or again, perform a gesture). Otherwise, if a spell such as *Aquae Pagos* was cast, the mage would need to direct the spell at something (such as a target)

Proper techniques to direct magic resemble martial arts.

### Grimoires

Grimoires are a broad category of devices used in assisting casting. Books, wands, electronics, and pieces of paper can be classified as grimoires.

Books are just known as grimoires. Grimoire users usually carry the book around with them at all times. Books help cast more complex spells that the user cannot remember.

Wands include swords, batons, sticks, etc. They are used to direct spells more efficiently.

##### ECADs / CADs

Electronic Casting Assisting Devices (ECADs,*or more commonly, CADs*) are electronic devices used to diversely assist in casting spells. CADs come in a variety of shapes and sizes, they can be absurdly large or even microscopic.

CADs can omit the need to verbally invoke the spell. This is known as voice omission, but this can be ignored.

CADs can allow the mage to direct the spell without needing to use complex movement. They can also be programmed to perform functions. These functions are invoked by voice - this is known as binding.

CADs can be calibrated to a specific user (or users).

##### Scrolls

Paper grimoires are known as scrolls. Scrolls can be used to perform / learn spells that a being does not know how to do. Some scrolls are hunted for and paid for. Some are illegal and any who are found with it are charged with possession of forbidden scroll. Since scrolls allow any being to use magic regardless of ability, this means that forbidden spells can be used by anyone.

Scrolls allow any being (including those that cannot perform magic) to cast a specific spell. Scrolls are usually very strict in casting. For example, a fire scroll may only allow direction straight from the hand and not any other part of the body - these are called strict spells.

Strict rules in spells can be ignored if the mage learns from the scroll, however this requires that the mage can perform magic.

Scrolls can be learned from, effectively removing the need to have to carry it. This does not apply to beings that cannot perform magic. As you cannot learn a magic spell if you don’t know how to do magic in the first place. However as long as a being has the scroll near them, they do not need to specifically read it.

### Enchanting

Mages can enchant items to bind spells to them. Enchanting is a very useful skill that can be applied daily. Mages can enchant almost anything, even themselves.

Examples:

* Enchanting a ball to make it be thrown more powerfully by anyone (Munitio)
* Enchanting a sword to make it cut / penetrate better (Munitio)
* Enchanting yourself to run faster (Kinesi)
* Enchanting a stick to make it push someone very far even by the slightest touch (Munitio)
* Enchanting a sword to make it flaming (Ignis)

Most spells that you can apply to yourself you can apply to the enchant. You can also enchant other mages / humans, even grimoires. Enchanting a grimoire does not have any effect on the performance of magic using the grimoire. Most changes are cosmetic or for transportation, for example, the most common use of an enchanted grimoire is to simply transport it to you.

## Enhancements

A being can enhance their ability to use magic with various means:

1. Practice
2. Kaph strengthening
3. Markings on the body

### Practice

By simply continuing to practice your magic, you can become better at using it. This could even affect your kaph -- as the more you become better at using your magic, the less it will affect your kaph.

### Kaph Strengthening

Kaph strengthening is directly exercising your kaph. Similar to physical muscle training, you train your kaph by using intensive spells moderately. If you use too much or too little, you will make little to no progress.

Kaph strengthening is also possible by simply taking kaph from other mages with *Anti*. This is also why *Anti* practicing mages are pretty powerful.

### Markings

Markings (or "Element Imprinting") is element symbols on your body. The imprint is created when the mage is able to use the element.

Each element has their own appropriate spot to imprint on. For example, *Lux* is on the right eye and *Providentia* is on the forehead. No two imprints go on the same spot, with one exception: *Anti*.

The imprint by default is not visible normally. It is visible when the element is being used very intensively or whenever the mage wishes. However a mage can choose to tattoo the marking which can make mage more powerful. A notable example would be Entity-848.

## Spells

Spells are applied magic. This means that spells are just using magic elements in a way that is practical--thus, in a sense, spells are used everyday. Mages are able to freely create spells and can use spells created by other mages. They are not usually unique to a mage, so they are able to be easily utilized by any mage.

Some spells can be unique to a mage, in that case they would be referred to as "unique spells". They are predominantly used only by one mage (or several). The only thing that makes a spell "unique" is when it is used by a small population of people. If everyone learned how to use a unique spell created by one mage, it would no longer be considered unique. This is unlikely though, since most unique spells are calibrated towards the creator -- how much kaph is used, the natural muscle memory of the creator, and the general knowledge a creator has over their creation.

Spells are cast by binding, meaning by an action of some sort. This includes gestures, vocalization, and even reading. Grimoires work by using this binding method and applying it. For example, some CADs have a "voice" feature which omits the need to actually say the spell. A wand is used to create more direct hand gestures. And grimoire books are able to show the name of the spell, make binded gestures easier to do, and show simple instructions on how to cast the spell.