Magic

**Magic** is a metaphysical and supernatural force in many places of Midgard. Those sensitive to magic can manipulate it and do a variety of feats, though magic in general is neither good nor evil; what matters is the hearts and intentions of those who use it.

## Description

Magic is an ancient and powerful force in the known world, believed to be the source of many mysterious and metaphysical phenomena. It is believed that individuals who possess magical abilities, known as mages, have been born with a special connection to the forces of the universe, allowing them to channel and control its power. Magicians can use their abilities to manipulate and control the physical world, as well as influence the minds of others. Mages are responsible for many of the wonders of the Mortal Realm, such as healing the sick, controlling the weather and even resurrecting the dead. It is generally believed that some people are born with a predisposition to magical abilities, and this predisposition manifests itself as a **mystic gift**.

By a young age, it would be clear whether a person possessed this gift, as they would demonstrate an aptitude for magical practices. Those with a natural affinity for magic can use it to achieve incredible feats, while those without the gift are unable to access its power. Magic can manifest into different forms, such as telepathy, levitation, teleportation, shape-shifting, and the ability to control the elements or bend reality. Mages can also use their magical abilities to create powerful artifacts or to alter objects and creatures in the physical world.

However, sometimes a baby’s budding awareness of the supernatural would peter out and never develop, resulting in them not having any magical abilities and living a normal life. In some cases, this is due to a lack of access to magical resources or a lack of guidance in learning how to use magic.

## Class System

### Mages

**Mages** are respected and powerful throughout Midgard's kingdoms, much like the old aristocracy. Their frequent birth into exclusive noble clans raises the possibility that their magical prowess is inherited. They play an active role in the economy, providing a range of services for a charge, and their societal role goes beyond simple governance.

The economic contributions of the mages are diverse. They perform manual labour, possibly using their magic to increase productivity, and serve as escorts, most likely using their powers for protection. Their ability to gather intelligence and recover stolen property demonstrates a level of societal involvement that extends beyond traditional noble pursuits. In times of conflict, their unity in defence of their nation highlights their importance as a military asset capable of turning the tide of war with their magical abilities.

Individuals appear to be able to ascend or descend the social ladder based on fortune and life choices within Midgard's class system. Mages, on the other hand, hold a privileged position that is both respected and feared due to their inherent magical abilities. They have rights similar to clergy, including their own jurisdictions and the expectation of combating supernatural threats. Attacking a mage is a serious offence, reflecting their high status in the hierarchy.

The pentagram displayed on mages' arms and banners serves as a warning to the mundane populace to avoid unnecessary interference. Despite their danger, mages are generally regarded as beneficial to society, capable of erecting massive structures in a matter of hours and serving as impartial judges due to their ability to discern the truth.

## Basic Principals

* The ability to use magic is often tied to emotions. As such, most magic-users train themselves to control their emotions, as running wild and out of control can have serious repercussions to both the user and bystanders.
* One's ability to use magic depends on one's natural affinity for magic. Those that are more attuned to magic are more easily capable of using magic than those that are less so. This also leads to the unfortunate reality that some people on Midgard are simply unable to use magic at all.
	+ The ability to use magic is best developed at a young age. During the time of youth is when one skills and talents are best developed. While anyone can learn magic at any age, it becomes more difficult at time passes.
* When it comes to casting spells, pronunciation is *crucial*. A miscast brought on by a mispronunciation has varying consequences, and this is especially true for longer spells.
	+ The length of spells in magic vary. They can range from as short as one or two words to as long as a thousand. Because the latter type can take so long to cast, magic-users trying to cast such long spells often employ bodyguards to protect them while they cast the spell.

## Mystic Tools

The user has access to an object that grants them magic powers. Some of the best-known objects in this category include wands, staffs, rings, cloth and weapons. The most powerful of these objects allow a powerful magic user to unleash the full extent of their skills. It may be more easily utilized by a user who was born with an affinity for the arcane, although this is not always the case.

If users with little to no prowess in the arcane arts enter into contact with them, then the power of the artifact may overwhelm them, causing many side-effects such as not being able to use the power or being driven to madness, or even dying. Note that the object can be wielded by anyone, even those who are not born with an affinity for magic. In this case, it may take more time to learn or control all of the abilities that the artifact possesses.

* **Activation Keys** - Mages can use various powers based on the usage of keys which surrounds to the concept of locking and unlocking things, such as opening/closing doorways to specific location/objects or gaining access to specific things, all of which can cause phenomenons to take effect from the keys all fundamentally depending on the design and intention the keys were meant for like freezing people in place, being seen but not noticed.
* **Charms** - The user gains magical powers from a necklace and/or a pendant. The necklace can be endowed with its own magic, or the user can use it to tap into their inner magic. If they can access magic without the necklace/pendant, the object merely offers special assistance, such as augmentation or providing the user magic they cannot access alone.
* **Grimoire** - Mages can use magic books; ancient and mystical tomes that hold the key to unlocking the secrets of magic and the supernatural. These enchanted volumes are not ordinary books; they are conduits of arcane power, granting those who possess them access to a realm of mysticism and various powers.
* **Instruments** - Mages can wield various forms of enchanted instruments that can aid the user in magical application in nearly any situation involving musical and/or magical scenario be it for combat or no combat. The instruments can be powered by or creating a wide variety or magical powers that often yield impressive results.
* **Magic Cloaks** - Mages are capable of performing a variety of magical feats by using a cape or cloak. The simple design as an outer garment belies inherent supernatural abilities. Magical capes/cloaks can offer a variety of powers including mystical protection, levitation/flight, power enhancement and even invisibility.
* **Magic Mirror** - Mages can utilize different methods of inflicting and utilizing mirrors when harnessing and using reflective magic. They have the ability to use reflective surfaces such as mirrors or others to see people or objects far away from the user possibility even through out space and time.
* **Potions** - Mages can create potions: substances with magical properties such as enhancing physical and mental abilities, healing, granting powers, changing shape, or bewitching someone, depending on the kind of potion that is made. Some potions come in different forms of liquid, such as jelly, stew, brew, or even soup. They can also be made into solid form, often pills, powder, candy and possibly drugs. Potions are formed by combining materials from nature, for example, plants or parts of animals.
* **Runes** - A form of magic that uses runestones, a type of raised stone with a runic inscription, as a conduit. The user’s magical capabilities vary on the runestones they use as each one is capable of a different type of magic, depending on the runes they are inscribed with.
* **Scrolls** - These scrolls are often fashioned from rare and mystical materials, with intricate symbols and esoteric writings adorning their surfaces. Within their fragile confines lies a repository of mystical knowledge and power, ready to be harnessed by those who possess the key to unlock their secrets.
* **Staves** - Mages can perform a variety of magical acts by using a staff. The staff can be bestow/endowed with its own magic, or the user can use it to channel their magic into it and even act as an augmentation device. If the staff possesses magical properties users' harness arcane energies for conjuring spells, incantations and fight against mythical, repelling their magical powers or any other magical users.
* **Tarot Cards** - They can use cards to achieve a variety of effects from summoning weapons, placing traps and use other forms of magic through cards. They can predict the future through cards and even trap people or creatures inside of cards.
* **Wands** - Mages can perform a variety of magical acts by using a wand. The wand can be endowed with its own magic, or the user can use it to tap into his inner magic. If they can access magic without a wand, the object can merely offer special assistance, such as augmentation or provide magic the user cannot access alone.

## Magic Types

* **Gestures** is a type of magic that involves using physical gestures to cast spells and create magical effects. It is believed that by using precise hand motions, a mage can direct energy and summon magical forces.
* **Incantations:** Spoken or chanted words, often in a magical language, which are used to cast spells or to invoke certain magical effects. Incantations are often used to invoke spirits or deities, to ward off evil, or to create a desired effect. Incantations can be used to summon magical energies, to channel powerful forces, or to create powerful artifacts. Incantations can also be used to create protective shields and barriers, or to manipulate the environment. Some mages are able to use incantations to control the elements, to bend the laws of physics, or to alter the physical world. Incantations are often used in combination with other forms of magic, such as ritual magic, in order to increase the effect of the spell.
* **Inscriptions marks:** Primarily used for defensive purposes, they are used to ward off evil spirits and protect a person or place from harm. Inscription marks can also serve to bind magical spells and enchantments, and can be used to amplify the power of a spell or to increase its effectiveness. Inscription marks can be made from a variety of materials, including metal, wood, and stone, and they are usually inscribed with magical symbols, words, or phrases. Inscription marks are often used in rituals and ceremonies, and they are believed to provide protection and strength to those who bear them.
* **Potions:** Involves the chemical mixture of various substances in a cauldron into a drinkable liquid that will have some type of effect. Potion-making is a complex and difficult art that requires a certain amount a of discipline. Potions must be brewed carefully to achieve the proper effects. In certain cases, those are brewed incorrectly or in a dirty cauldron can become deadly poisons. In other cases, even potions that have been brewed correctly may in some cases have deleterious effects, even if their intended effect is beneficial. Potions can be brewed in any container, but cauldrons are normally preferred by potioneers.
* **Magic stones:** Certain rocks, minerals and/or crystals that are naturally infused with magic without any prior enchantment, and grant a magical effect to the holder. Most are gemstones, and, unlike Philosopher's Stones, which are synthetic, these magic stones are natural occurring in nature. They are also quite dangerous to the untrained hand, as mishandling a magic stone can result in death or permanent ill-effects to the victim.

## Hereditary Magic

### Bloodline Arts

By virtue of some familial essence inherited from one’s ancestors, one is capable of harnessing **magical powers** completely unavailable to anyone outside of a particular bloodline. Even if there are others who are of the same species, unless they share the same unique ancestry, they cannot possess this signature power.

The user is capable of activating their own internalized magical power. This way the user can use magic naturally and won't have to worry about drawing magic from outside sources or restrain from rules that would normally hinder their use of magic for a certain amount of time. Users with this power are capable of manifesting their magic internally, often with the effects applied solely to the user. And because the magic is an extension of the user, they can utilize their magic in any way they wish.

## Classifications

* **Beast Magic:** Grants the user the power to adopt animal-like traits and abilities, or even control animals. This type of magic can manifest in various forms, from enhancing one's physical capabilities to summoning animals with special powers.
* **Combat Magic:** The user can use magic related to combat. This can include armed, unarmed, melee, and ranged combat.
* **Creation Magic:** A form of magic which enables the creation and manipulation of structures and objects. This can be used for creating buildings, crafting items, or even forming mechanisms with magical properties.
* **Elemental Magic:** The user can utilize different elements as a form of magic such as fire, water, wind and earth.
* **Golem Magic:** A specialized form of construction magic that focuses on animating inanimate matter, typically to create sentient beings.
* **Healing Magic:** A benevolent form of magic focused on restoring health and curing ailments. It can range from simple wound repair to advanced regeneration of lost limbs, often surpassing the capabilities of conventional medicine.
* **Illusion Magic:** A craft of deception and visual trickery, performed to create false perceptions or magical illusions. On a large enough scale, illusions could even mask the true nature of one’s surroundings. The most potent illusion practices can bring about physical effects ranging from solidifying optical phenomena into materialized entities to causing psychosomatic effects like pain, injury or even death.
* **Music Magic:** Often associated with bards and their instruments, harnesses the power of sound to cast spells. This can include enchanting melodies that can soothe, inspire, or even harm.
* **Oracle Magic:** Encompasses a variety of mystical practices such as fortune telling, mind manipulation, telepathy and spirit summoning. These arcane arts are often shrouded in mystery and are associated with the ability to perceive and influence events beyond the realm of the ordinary.
* **Plant Magic:** This form of magic which involves the manipulation and enhancement of plant life. Practitioners can accelerate growth, control movement, and harness the natural properties of plants for various purposes.
* **Potions Magic:** The art of brewing magical concoctions that can have a wide array of effects, from healing to transformation. This discipline requires extensive knowledge of magical ingredients and their properties.
* **Spirit Magic:** A unique form of magic which connects with the ethereal realm, allowing communication with spirits and harnessing their powers.
* **Void Magic:** Often deemed forbidden, delves into the unknown and potentially dangerous aspects of magic, such as creating vacuums or accessing other dimensions.