Magic (Convergence of Worlds)

**Magic** (also called the **Art** or the **Art of Magic**) is the practice of harnessing and shaping the arcane energies that flow and ebb throughout existence, allowing practitioners known as Magicians to manipulate the fabric of reality through the application of spells. Magic encompasses many different activities including astral projection, conjuration, telekinesis, telepathy, teleportation, matter and energy manipulation, and spell casting, even reality warping. It includes the practices of many cultures, nations, and religions, as well as many books and writings from ancient times. The most commonly used magic in the Universe by mortals and others alike is Expression, a form of magic that only requires Intention, Power, and Belief.

However, most cannot do magic for several reasons; firstly, most beings don't possess the deposition to actively control and harness Arcane. Secondly, even to those who possess the deposition, casting spells is very difficult and most beings are not intelligent, obsessive, or unfortunate enough to dedicate themselves entirely to perfecting their craft. However, some can have all the necessary requirements, say the right words, move their hands that right way, and still, nothing will happen. Magic comes easiest to those who have experienced tremendous pain in life. The more the better.

## Spells

A **Spell** is a general term for an action performed through magical means. Most spells are the manipulation of Arcane imbued with some intention and focused through some symbolic catalyst to preform an action through magic. Spells have a couple of absolutely necessary components they need to function as intended: Intention, Belief, and Power.

### Intention

Intention is the fundamental starting point of any spell. It is the clear and focused desire or purpose behind the magical working. The magician must have a specific goal or outcome in mind when casting a spell. This intention serves as the guiding force that directs the flow of arcane energies toward the desired effect. Intentions can be as varied as healing, protection, teleportation, or elemental manipulation. The intention needed to cast a spell can either just be thought of when casting, or focused through a symbolic action, gesture, incantation, or other physical action.

### Belief

Belief is a crucial aspect of spellcasting in the Art of Magic. It is the unwavering faith and confidence that the magician has in the success of the spell. Belief acts as a catalyst, amplifying the magical energies and increasing the likelihood of the spell's success. Without a strong belief in the spell's efficacy, it becomes challenging or even impossible for the magician to manipulate the arcane forces effectively.

### Power

Power refers to the energy required to manifest the magical intention. Energy, as described in science, is the ability of any phyiscal body or system to do work. This energy can come from various sources, including the magician's own life force, ambient arcane energies in the environment, or even external objects with inherent magical properties. The magician needs to gather, channel, and concentrate this power to fuel the spell. The greater the power harnessed, the more potent the spell can be.

## Fundamentals of Magic

Magic is the practice of harnessing and shaping Arcane Energy, or Arcana, the very transcendental conceptual force of energy itself, meaning to cause change or to do work. With Arcana you can achieve anything, as it is the very concept of causing change or doing work, you can do any work and cause any change. However, Arcana is shaped by the beliefs, practices, and cultures of civilizations. Magic is a fundamental force of reality that is more in the abstract, mental realm rather than the physical. It responds to emotions, ideas, concepts, and socially abstract emanations.

## History

### Human Magic

The Gods of Earth have blocked all arcane energies from reaching the Earth's ley lines. Ley lines are basically the blood vessel equivalent for a planet that allows for the arcane energies to flow through and reach the entire world. Human magic is split into multiple versions and iterations. Witches and Warlocks innately use Dark Magic, more connected to sacrificial rituals, hexes, and curses, than to powerful attack spells. Magicians are the ones that make use of attack spells, transmutation, and more spectacular spells. Cultivators have a strange relationship with Magicians and Witches, as they deal more with runes, and special magical techniques. Every type of magic user can use every other type of magic, as they are not mutually exclusive from each other.

## Magic

**Abjuration** is the study and practice of magic and spells centered around the principles of defense, protection, and healing. **Conjuration** is the study and practice of magic and spells centered around the principles of summoning, binding, and controlling a diverse array of creatures, materials, and objects. **Divination** is the study and practice of magic and spells centered around the principles of seeing and learning things that are hidden or unknown to others. **Evocation** is the study and practice of magic and spells centered around the principles of energy manipulation and transformation for various purposes like temporary enhancement, energy blasts, application of physical forces, and so on and so forth. **Vitalmancy** is the study and practice of magic and spells centered around the principles of life and death. **Transmutation** is the study and practice of magic and spells centered around the principles of manipulating the nature and properties of matter and energy. Illusion is the study and practice of magic and spells centered around the principles of influencing the minds, emotions, and senses of others.

Enchantment. Illusion.

## Schools of Magic (Human)

The Schools of Magic are an arbitrary categorization of different types of magic based on their fundamental principles, concepts, and effects. They serve as a way to organize and study magic, and each school has its own unique characteristics, spells, and practitioners.

### Abjuration

Abjuration magic is a profound and specialized branch of magical practice centered around the principles of defense and protection. Magicians who dedicate themselves to mastering abjuration are known as Abjurers. In their pursuit of safeguarding against mystical threats, Abjurers wield a repertoire of spells that create formidable barriers, shields, and protective enchantments. The essence of abjuration lies in the ability to prevent harm, banish malevolent entities or effects, and dispel curses or hexes that may endanger the caster or others.

The magical disciplines within the realm of Abjuration can be categorized into distinct focuses, each serving a unique purpose. Some of those disciplines are:

1. **Warding**: Abjurers proficient in warding specialize in the creation of barriers and shields, both magical and physical, with the primary goal of shielding against a spectrum of threats, be they mystical or mundane. These protective measures act as a bulwark against magical or physical attacks, offering a line of defense that can be crucial in the heat of battle or when facing supernatural adversaries.
2. **Dispel**: The discipline of dispelling is a fundamental aspect of Abjuration, involving the undoing or removal of existing magical effects or conditions. Abjurers adept in dispel magic can unravel enchantments, nullify ongoing spells, and cleanse areas of lingering mystical influences. This skill is invaluable in situations where the removal of magical hindrances is paramount for the safety and well-being of the caster and those under their protection.
3. **Banish**: Abjuration extends its reach into banishment, allowing magicians to forcibly send entities or creatures away from a designated location or the caster themselves. This powerful discipline is a last resort against formidable foes, providing a means to extricate immediate threats from the vicinity and restore a semblance of safety.
4. **Counterspell:** The art of counterspelling is a delicate and intricate aspect of Abjuration, involving the negation or cancellation of spells cast by other magicians. Abjurers who master counterspelling can disrupt the magical efforts of their adversaries, turning the tide of magical confrontations in their favor by nullifying the effects of opposing spells.
5. **Anti-magic**: In the pursuit of comprehensive defense, Abjurers delve into anti-magic, a discipline focused on suppressing, dampening, or nullifying magical energy within a specific area. This formidable ability can be employed to create zones where magical effects are diminished or entirely eradicated, providing a sanctuary against mystical assaults.

### Conjuration

Conjuration magic stands as a captivating and versatile branch of mystical arts, focusing on the intricate practices of summoning, binding, and controlling a diverse array of creatures, materials, and objects. Those who dedicate themselves to mastering the art of conjuration are known as Conjurers. These adept magicians wield spells that allow them to manipulate the very fabric of reality, bringing forth entities from other dimensions, crafting objects from pure magical energy, and exerting control over summoned beings or existing elements.

The magical disciplines within the realm of Conjuration are diverse and encompass a wide range of mystical abilities. Some of those disciplines are:

1. **Summoning**: Conjurers specializing in summoning possess the ability to bridge the gap between dimensions, bringing forth creatures from other planes of existence. This discipline allows them to call upon beings with various abilities and characteristics, serving as allies, guardians, or instruments of magical prowess.
2. **Creation**: The art of creation within Conjuration involves forming objects, tools, or even creatures from the raw essence of magical energy. Conjurers adept in this discipline can manifest physical entities seemingly out of thin air, crafting items with magical properties that can be utilized for various purposes.
3. **Binding**: Binding is a crucial aspect of Conjuration, granting magicians the ability to take control over summoned or pre-existing creatures, objects, or locations. Conjurers can exert their will over these entities, compelling them to serve a specific purpose or follow a designated set of commands.
4. **Portal Creation**: Conjuration extends its influence into the creation of portals, allowing magicians to forge mystical gateways to other locations or dimensions. This discipline enables the swift and magical traversal between realms, offering strategic advantages or facilitating exploration of distant and otherworldly landscapes.
5. **Item Creation**: Conjurers skilled in item creation possess the knowledge and ability to craft magical objects, potions, or artifacts imbued with mystical properties. These creations may serve as powerful tools for the Conjurer themselves or be utilized by fellow spellcasters to enhance their magical abilities.

### Divination

Divination magic, a captivating and mysterious discipline, empowers spellcasters to unveil hidden or unknown truths, granting them the ability to perceive and comprehend aspects of reality concealed from others. A magician who specializes in the profound art of divination is referred to as a Diviner. These skilled practitioners harness a range of spells that enable them to delve into the minds of beings, glimpse into the future, or scry upon distant locations, unveiling a tapestry of secrets and mysteries.

Distinct disciplines shape the varied abilities of Diviners, each serving a unique purpose in unraveling the enigmatic threads of the unseen. Some of those disciplines are:

1. **Scrying**: Diviners proficient in scrying possess the ability to observe people, places, or objects from a distance. Through the use of magical techniques, they can peer beyond physical barriers and spatial limitations, providing invaluable insights into distant events or occurrences.
2. **Precognition**: The art of precognition within Divination allows magicians to peer into the future, gaining glimpses of upcoming events and predicting potential outcomes. Diviners skilled in precognition navigate the currents of time, offering a foresight that can guide decision-making and preparation.
3. **Mind-Reading**: Mind-reading is a profound discipline of Divination, enabling Diviners to delve into the thoughts and emotions of other beings. Through this ability, they can unravel the complexities of the mind, discern intentions, and understand the motivations concealed within the inner recesses of consciousness.
4. **Augury**: Diviners adept in augury interpret omens or signs to predict future outcomes. By observing and deciphering symbolic manifestations in the world around them, these practitioners gain insights into the potential courses of events, aiding in decision-making and strategic planning.
5. **Detection**: The discipline of detection within Divination allows magicians to sense or reveal hidden things, illusions, or magical influences. Diviners can pierce through veils of secrecy, detecting hidden truths and dispelling illusions or glamours that may obscure reality.

### Enchantment

Enchantment magic allows spellcasters to influence the minds, thoughts, emotions, and actions of other beings. A magician who specializes in enchantment is called an Enchanter. Enchanters can charm, compel, or manipulate others, or create illusions that deceive or confuse the senses. Enchantment spells are used to manipulate people's minds, persuade them to do the caster's bidding, and even control their actions.

#### Disciplines

* Charm: Influencing others to like, trust, or obey the caster
* Compulsion: Forcing others to act or think in a certain way
* Illusion: Creating sensory illusions that alter perception or hide reality
* Mesmerism: Inducing trance, sleep, or paralysis in others
* Memory Manipulation: Erasing or altering memories of individuals.

### Evocation

Evocation magic allows the creation and control over raw magical energies. A Magician who specializes in Evocation is known as an Evoker. Evokers can create blasts of elemental energy, summon or control elementals, or even create temporary gateways to other dimensions. They can also heal, restore or enhance the physical abilities of themselves or others.

#### Disciplines

* Elemental magic: manipulating the elements of fire, ice, lightning, etc.
* Energy projection: creating powerful blasts of magical energy to harm foes
* Healing magic: restoring health, vitality, or curing ailments
* Enhancement magic: increasing the strength, speed, or agility of themselves or others.

### Illusion

Illusion magic allows spellcasters to create false images or sensory experiences that deceive the senses of others. A magician who specializes on illusions is referred to as an Illusionist. Illusionists can create illusions that mimic reality, hide objects or people, or create false sensations. They can also use their abilities to distract, confuse, or misdirect their foes.

#### Disciplines

* Image creation: creating visual or auditory illusions that mimic reality
* Invisibility: hiding objects, creatures, or people from sight
* Deception: creating false sensations or perceptions to deceive others
* Distraction: diverting attention or creating diversions to avoid detection or attack
* Confusion: causing mental confusion or disorientation in others.

### Vitalmancy/Anicromancy

Vitalmancy magic is concerned with the manipulation of the living, life-force, the dead, undead, death-force and/or souls. A Magician who specialized in Vitalmancy is known as a Vitalmancer. Vitalmancers can revive the dead, conjure and control spirits, create undead abominations, give life to amazingly beautiful creatures of nature, etc.

#### Discplines

* Life Extension: This discipline would focus on using Vitalism magic to extend and enhance the lifespan of living beings. Practitioners would use their knowledge of life force and energy to slow the aging process, reverse physical degeneration, and restore vitality to those who are aging or suffering from illness.
* Soul Manipulation: This discipline would involve the manipulation and control of souls, both in living beings and in the dead. Practitioners would be able to summon and bind souls, as well as to transfer them between bodies or objects. This discipline could be used for a variety of purposes, such as creating powerful undead servants or transferring the soul of a dying individual into a new host body.
* Biomancy: This discipline would involve the manipulation and control of biological matter, including plants, animals, and even the human body. Practitioners would be able to accelerate growth, enhance physical attributes, and create new forms of life through the use of Vitalism magic.
* Death Magic: This discipline would involve the manipulation and control of death energy, or the energy that is released when living beings die. Practitioners would be able to use this energy to create powerful curses, summon and control undead creatures, and even restore life to the dead.
* Healing: This discipline would focus on using Vitalism magic to heal injuries and illnesses, both physical and mental. Practitioners would be able to channel life force and energy into damaged or diseased tissue, stimulating the body's natural healing processes and promoting regeneration. They could also use their magic to calm and heal troubled minds, easing emotional pain and restoring mental balance.

### Transmutation

Transmutation magic is concerned with changing or transforming the physical properties of objects or creatures. A magician who specialized in transmutation is known as a Transmuter. Transmuters can turn stone into gold, change the shape or size of objects, or transform themselves or others into different forms.

#### Discplines

* Alteration: changing the physical properties or characteristics of objects or creatures
* Transmutation: transforming one substance or creature into another
* Shapeshifting: changing the form or shape of oneself or others
* Polymorphism: changing the size or proportions of oneself or others
* Fusion: combining two or more objects or creatures into one.

## Arcane Energy Users

### Overview

While a lot of new creatures and beings have appeared with the surgence of arcane energy on Earth, there are few that are more notable than the Magicians, Cultivators, and the Meta-Humans. Magicians are just normal human beings that have access to sense and manipulate all the Arcane Energies, while Cultivators are also just normal humans but with a innate talent to manipulate Qi, just one of the arcane energies, to gain strength and power. Meta-Humans on the other hand, are a completely new variant race of humanity, developing amazing and fantastical powers due to the emergence of the Meta-Gene. In addition to these three, which are the most prominent, there are also the Mutants, the Mutates, the Magic Creatures, the Bloodline Inheritors, and so many more that are less well known.

Mutants are unfortunate accidents that happened due to the sudden emergence of arcane energies on Earth, mutating into abominations that only seek blood. Examples of mutants are the Zombies, which while undead, do classify as mutants, or the Scavangers. Mutates are just the classification given to human beings that have been changed into a completely new humanoid race due to their specific environment or circumstances and their needs to survive. Examples of mutates are the newly evolved Atlanteans, the Giants, and even the Volcanis. Magic Creatures, also known as Magical or Arcane Creatures, are just mystical animals that have an innate connection to the arcane energies or their natures can be traced to the arcane energies.

### Magicians

The term **Magicians** usually refers to Humans that are capable of harnessing the arcane energies to cast spells. Humans, in specific, are the only race that NEEDS extraordinary willpower to be able to harness arcane energy and achieve magic. For other species, they are normally called Mages, Wizards, etc. Magicians use magic for a wide variety of things ranging from enhancing their physical bodies, augmenting their minds, casting reality warping spells, changing the physical and metaphysical world with their willpower alone, create extraordinary tools of immense power, and so much more.

#### **Magician Rankings**

* **Apprentice** (Levels 1-8): An Apprentice Magician in only called that if they are just starting on any one of the eight disciplines of magic. At this level they are only just starting and beginning to understand what it truly means to be not only a magician but also someone who learns of their discipline.
* **Journeyman** (Levels 9-16): A Journeyman Magician is someone who has completed their apprentice learning and have begun starting to understand magic in their own way. At this level Magicians are usually very much like scientist just studying and interpreting magic in their own way.
* **Master Magicians**: Master Magicians are magicians who have achieve mastery in one or more Disciplines of magic. They hold incredible magical power and knowledge and perform feats ordinary magicians cannot hope to do accomplish. Usually, one has to be born with prodigious talent to have the makings of a Master and even then, may still take years to become one.

### Meta-Humans

Meta-Humans are a sub-category of the human race that developed one singular super strong magical ability due to mutations with the arcane energies. Their bodies have mutated with the rapid increase of arcane energies, changing their very genetic makeup and creating a Meta-Gene sequence. This gene sequence is responsible for the appearance of their superhuman and supernatural abilities. They are basically super concentrated aspects of arcane energies that create an ability or a set of abilities based on circumstance, need, desire, and more.

#### **Meta-Human Rankings**

* **Epsilon Level** (Levels 1-4): Powers classified as 'Epsilon' are on the lowest end of the power spectrum. These are traditionally non-combative powers - in some cases, it's a physical mutation that doesn't involve a special ability, but in others, it's a non-assuming power with no major effective use.
* **Beta Level** (Levels 5-8): The next level is 'Beta.' A 'Beta' level power has some practical application (as opposed to the lower, Epsilon level), but is generally minimally useful. Rogue's early days as a villain, during which she absorbed the memories and powers of Carol Danvers (then Ms. Marvel) would be a good example of a portrayal of Beta-level mutant abilities.
* **Delta Level** (Levels 9-12): 'Delta' level powers are the most common superhuman abilities. They have applicable uses and the mutants who possess them have the ability to control those powers within reasonable limits.
* **Alpha Level** (Levels 13-16): 'Alpha' level powers are the strongest classification that can be upheld. They not only have applicable uses for their powers, but they can cause massive damage in whatever power they possess. Alpha Level Metas are known to be civilization creators and destroyers.
* **Omega Level** (Levels Incalculable): 'Omega' level powers are the most powerful and most dangerous of all powers. These type of Metas have the power to destroy the entire world/planet. Their power does not only defy physics but logical thinking.

### Apostles

Apostles are people that have a direct connection with the Gods and also borrow their divine power to cast spells or strengthen themselves.

## Known Users

* Eric Nelson (Convergence of Worlds)
* Irene Adler (Convergence of Worlds)

## Sources

* Magic | Superpower Wiki | Fandom
* Category: Forms of Magic | Superpower Wiki | Fandom