Common Arts

The common arts, also known as ‘afirmistism’, is the simplest and most widely-used magic type by the people of Aurillia. Through the basic practice of flowing ethir through one’s body, the user is capable of summoning elemental effects into the world according to their will (starting with 1 element, up to a max of 2) and can be performed either through bodily movements or mental concentration. For unknown reasons, as one ascends in skill and power through the common arts, the wielder has a more difficult time maintaining their body mass, resulting in almost all high-level casters having less physical strength than non-casters. As a direct result, it is not uncommon for many users of the common arts to follow strict diet and exercise routines in order to remain in the best possible physical condition. Additionally, as a common arts user ascends in power level, they are capable of gaining an additional element to use, though it must correlate with their first element (see possible element combinations below).

**The Common Arts must be cast with verbal or sign actions. Meaning a user must convey what their spell is through their words, or other such as hand movements.**

There are six skill levels used to describe wielders of the common arts, which can only be advanced through via enormous skill and practice with the subject. Of note, as one ascends in level, their ethir reserves do not expand; instead, their ability to flow ethir through their body becomes exponentially more efficient. Despite this, casting magic causes the wielder to gradually suffer from “spellcasting fatigue”, where the wielder’s mind slows down and becomes foggy, which can inhibit them from casting magic easily and if continued, may cause unconsciousness or stroke. Spellcasting fatigue (not to be mistaken with physical exhaustion) can only be recovered from through extensive rest such as sleep or meditation. As one ascends in magic level, they will gradually become more capable of utilizing more numerous or powerful spells before succumbing to spellcasting fatigue.

*Attuning to the common arts (or any other magic type) is only possible at age of maturity (ex: 18 for a human). Users of the common arts are unaffected by their magic physically outside of the strength and body decrease. However, it seems that the external Ethir they use to produce their elements cannot be cast through armoring made of solid metal. However, things such as brigandine or chainmail are not out of reach.*

### **Magical Levels**

In descending order of power, the magical levels for the common arts are:

* **Errant** - A Errant is the lowest-level caster in the common arts and their capability for using magic is negligible.
	+ Upon achieving this level, the user must choose their first element, also known as their “primary element”, which will equally scale up in power with them as they advance further in level.
* **Quillin** - An Quillin is the second-lowest level of caster in the common arts. At this stage, they have little difficulty maintaining basic incantations - though using magic in combat remains non-viable.
* **Caito** - A Caito mage is the highest level that one can achieve before ascending into the more difficult stages of afirmistism. They demonstrate a moderate amount of skill with their element and may use it to somewhat effectiveness in combat, though the user will most likely rely upon hand weaponry in combination with their magic.
* **Fiskan [\*]** - A Fiskan is the first advanced level in the common arts and may effectively use their magic in combat. Beginning from their first meditation onward from here, the magic wielder will also have a more difficult time maintaining their normal muscle mass, causing them to be slightly less strong than they were during the Caito stage. Despite this, during the same meditation, their mind will open up and permit them to select a second element known as a “secondary element”, though it will not be as powerful as their primary element and must be correlated with it (see element combinations below).
	+ Strength Decrease I
		- The decrease in body strength is equivalent to body strength slightly lower than their race’s average strength (~10% decrease).
	+ Secondary Element
		- A user’s secondary element is only ever able to be as powerful as the level below their primary one. However, once obtaining the level of magi, their secondary element will rise in power to match their primary element.
			* Ex: if the user’s overall level is Fiskan, their secondary will be at a Caito level.
			* Ex: if the user’s overall level is Oracle, their secondary element will be at a Fiskan level.
* **Oracle [!]** - A Oracle is the second-highest level available in the common arts. Those who have achieved this stage are extremely knowledgeable with afirmistism and often hold valuable occupations as court mages, magic instructors, or aristocrats. Additionally, Oracles may effectively engage multiple opponents in combat at the same time. Upon entering their first meditation at this stage, the magic user will suffer an additional decrease in body strength.
	+ Strength Decrease II
		- The decrease in body strength is equivalent to body strength moderately lower than the average for their race (additional 10% decrease, so total ~20%).
* **Magus[!]** - A Magus is the highest level that an afirmistic mage can achieve. Typically compared in power to that of a demi-god, Magus are capable of cataclysmic spells that are rivaled only by those of a euloric architect. Their ability to flow ethir is unmatched, and as a result, upon entering their first meditation, the wielder’s body strength is reduced even further than before. Additionally, during the same meditation, the magi’s secondary element rises in power to match the level of their primary element (i.e. both elements are at Magus level).
	+ Strength Decrease III
		- The decrease in body strength is equivalent to body strength severely lower than the average for their race (additional 15% decrease, so total ~35%).
	+ Secondary Element Power Increase
		- The magi’s secondary element now rises to that of a Magus, causing their primary and secondary element to both be at a Magus level of power.

*[\*] = Requires a single moderator’s permission via an approval sheet*

*[!] = Requires a staff vote via an approval sheet*

### **List of Elements**

*Note: staff / event only elements can be combined with any other element present below*

* Air
* Fire
* Ice
* Water
* Lightning
* Earth
* Light
* Metal [staff / event only]

### **List of Elemental Combinations**

*Primary → Secondary (only one)*

* Air *→* Fire, Water, Lightning, Earth
* Fire *→* Air, Water, Lightning
* Ice *→* Air, Water, Earth
* Water *→* Air, Fire, Ice, Lightning, Earth
* Lightning *→* Air, Fire, Water
* Earth *→* Air, Ice, Water