MAGIC

The natural forces earthlings harness for combat or daily activities. Magic is delineated into five major classes, each based on an elemental underpinning. The interactions of these forces are dynamic and complex but through observation, it has been discovered that there are allied and enemy magics. **Allied magics are highly compatible and typically enhance the effects of one another**, **while enemy magics resist, overwhelm, or cancel out the effects of each other**. While magic can be used in a variety of ways, styles, methods, and effects, all magic must yield to the properties of the five elements outlined below. *That means no, blue magic will never make fire; red magic will never make ice, etc.*

## **The Five Colors of Mana**

Most spellcasters focus on a particular mana with which they work; however, those who specialize in one color of magic will find it easier to work with friendly / ally colors of that magic as well (e.g. if a person is adept with blue magic, they will find it easier to work with black or white magic along with their blue but not both at the same time as black and white are enemy colors. Conversely, this person will find it harder to handle, including resist, the effects of enemy colors; i.e. red and green magic, which both oppose blue). Below is a breakdown of the general colors/styles of magic, their ally, and enemy colors.

## Black Magic

Magic centered around manipulating dark or negative forces, it is often indirect but harmful. Great for attacking, poor defensively.

*Example Styles: Necromancy, hemokinesis/blood magic\*, umbrakinesis/shadow magic*

*Allies: Blue and Red*

*Enemies: White and Green*

## Blue Magic

Magic centered around guiding air and water currents, it allows a user to offset their physical weakness by manipulating lightweight forces. It is well-balanced between attack and defense.

*Example Styles: Hydrokinesis/water magic, aerokinesis/wind magic, spatial displacement magic (teleportation), temporal manipulation (time) and mental magic (illusions, telepathy, memory manipulation)\**

*Allies: Black and White*

*Enemies: Red and Green*

## Red Magic

Magic centered around strong emotion and physicality. It is direct and has great attack but mediocre to low defense.

*Example Styles: Pyrokinesis/fire magic, terrakinesis/terrain manipulation (including lava)\*, augmentation magic (self-buff only)*

*Allies: Black and Green*

*Enemies: Blue and White*

## Green Magic

Magic based on summoning, it has great defensive capabilities but mediocre attack.

*Example Styles: Flora and Fauna manipulation, animal shape-shifting, terrakinesis/terrain manipulation\*, healing magic\**

*Allies: Red and White*

*Enemies: Black and Blue*

## White Magic

Magic typically invoked by faith or worship. Sometimes refered to as Divine Essence and Holy Magic. It has low attack power, but amazing defense.

*Example Styles: Protective magic, cancellation (dispel) magic\*, augmentation magic (buff for self and/or allies), healing magic\**

*Allies: Blue and Green*

*Enemies: Black and Red*

## **Hybrid Magic**

Magics marked with an asterik ( \* ) are a hybrid style of magic that requires expertise in both the dominant color and one or more ally colors. For instance, mental magic requires proficiency with both blue **and**black magic, not just one or the other. Without the requisite skill levels in both forms of magic, a character will be unable to employ spellwork that requires both elements (in this case, mental magic).  ***Hybrid magics require a magic skill level of 5.***

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## Blood Magic [blue + black]

    The ability to utilize the aqueous lifeforce of one's self or other beings for a variety of purposes.

**Difficulty of Mastery**: 4/5

*[four posts are necessary for 'preparation' for casting this magic]*

**Requirements**: Ample supplies of blood

**Risks**: Death of donor

## Mental Magic [blue + black]

    The ability to employ grandiose illusions and seize control over the minds of others.

**Difficulty of Mastery**: 5/5

*[five posts are necessary for 'preparation' for casting this magic]*

**Requirements**: Decades of formal study; it is typically taught only in academies. It is very hard to learn.

**Risks**: Insanity for self or target. It is an irreversible condition.

## Wild Magic [green + red]

The ability to shape terrain, generate lava, and harness primal forces of the natural world.

**Difficulty of Mastery**: 3/5

*[three posts are necessary for 'preparation' for casting this magic]*

**Requirements**: Access to the outdoors/nature

**Risks**: It is the most fickle of Magics and is prone to backfiring on its caster

## Storm Magic [blue + red]

The ability to summon heavy rains, strong winds, and lightning.

**Difficulty of Mastery**: 3/5

*[three posts are necessary for 'preparation' for casting this magic]*

**Requirements**: Access to the oudoors/nature

**Risks**: It takes a lot of time to prepare and requires great mental focus to maintain

## Negation Magic [blue + white]

    The ability to cancel the spells, including enchantments, of casters.

**Difficulty of Mastery**: 5/5

*[five posts are necessary for 'preparation' for casting this magic]*

**Requirements**: Decades of formal study; typically, in an academic setting.

**Risks**: Nontargetable; nullifies all magic within a given radius with the exception being its caster

## Healing Magic [green + white]

The ability to heal allies of severe injuries. *While both green and white magic alone have limited healing capacities, hybridized healing magic is the only form of healing magic that allows for dramatic lifeforce spells; i.e. severe injury restoration or non-zombified resurrection.*

**Difficulty of Mastery**: 2/5

*[two posts are necessary for preparation for casting this magic]*

**Requirements**: Strong inner focus, sometimes external supplies

**Risks**: Time-sensitive; works best following immediate injury or death. It is ineffective for targets who have been dead longer than 24 hours.

## Arcane vs. Tribal magic

**Arcane vs. Tribal magic**Arcane magic is a formalized craft cultivated by solid education and training. Innate/Racial magics are typically known as shamanism or tribal magic and include abilities passed down through bloodlines, magic that hasn't been able to be formally studied or magics that are poorly understood. Traditional witchcraft can be considered a sort of charm-work, mainly for solving practical problems: finding lost objects, or stopping pain. It can also be used for more malicious purposes, like curses: causing plants to rot, or killing pests. These kinds of low-level magic are generally not recorded in magical grimoires, but passed along by word-of-mouth and local traditions. Magic made outside of formal study but still able to be taught is considered witchcraft as well, and was named such because the most notable of these unique schools were made by powerful witches of ancient times. Typically, innate/racial magic (magic that is rooted in a particular race's ability) possesses more raw strength than arcane/learned magic, but arcane magic is more precise, accurate, and efficient.

## General Magic

Spells with no discernible elemental nature are considered 'general magic.' They would be things like scrying, futuresight, so on and so forth.

## Additional Information

Please note, this list is not all-encompassing. There are styles of spellwork (like divination) which are affiliated with no single color/mana, but something that magi of all types are able to perform. The mechanism of practice for general spells (like divination) depends on the underlying mana source used to fuel them. With divination, if one is a Blue mage, divination comes through the use of water/scrying. If one is Green, it would be the remains of fauna. For White magi, divination comes through prayer. Black divination through dreams, and Red through the use of meditation or Fire ritual. Furthermore, there may be undiscovered hybrid styles of magic! If you would like to know under which specific branch your character's magic falls, please contact ***LF-Mule!***

## FAQ

**Q**: *Can my character know or specialize in all five elements/colors of magic?*

**A:** Yes! A character can definitely employ magic from all five elements. The amount of spellwork they know, their ability with these spells, and the power of these spells will correspond with however many points they have allocated in their magic stat. So, a character with a two or three in magic may not perform hybrid magics even though they are able to use magics of complementary colors/those conducive to hybrid magics. Furthermore, the spells of a character with a 2 in magic are going to be weak regardless of how many elements they're able to access.

**Q**: *What are the weaknesses for hybrid styles of magic?*

**A**: Unlike single-color styles, hybrid magics do not have weaknesses. They are limited only by the amount of medium available for their application, the prepwork that goes into creating spellwork for them, and the stamina of the caster.

**Q**: *Can characters combine magic with each other?*

**A**: Yes, two or more characters may combine their magic [provided the mana/color is the same or friendly] to strengthen its effect; however, the magic of two or more individuals *cannot* be combined to form hybrid magics.

**Q**: *What's with the "Difficulty of Mastery" under hybrid magics?*

**A**: For characters who employ these magics in battle or to accomplish utilitarian purposes, Difficulty of Mastery represents the amounts of posts necessary for spells of that magic to initiate and resolve. The precise number of posts between start and conclusion depends on the **first** number, the one before five. This is for role-players who have not, will not, or cannot negotiate with other players to conclude who will hit whom in a fight, or if they're trying to impact the landscape in a meaningful way. If a role-player utilizes a hybrid magic and has worked out a fight with another role-player, wherein that other role-player agrees their character will be affected by the hybrid magic spells, they may forego adherence to the Difficulty of Mastery post requirement. Any role-player that wishes to change the landscape must receive either moderator approval (to circumvent the Difficulty of Mastery post requirement) or go through the post requirement. Want an example? Here ya go!

*Post 1: Grand Fire Wizard prepares to cast magmaquake (a Wild Magic spell). He summons his concentration and begins to chant.*

*Post 2: He can feel the lava bubbling beneath his feet.*

*Post 3: Grand Fire Wizard has successfully cast magmaquake. He plunges the enemy horde into a crevice of molten earth!*

**Q**: *Can a mage create/send/deliver multiple spells at once?*

**A**: Spells may be tiered or consecutive (one follows another). With the case of hybrid magics, a spell would need to come before or after it; once a hybrid magic spell has been initiated, no other spells can be performed until the cancellation or completion of that hybrid spell.

**Q**: *If my character only uses black magic, does that mean they could never summon anything?*

**A**: It is important to remember that each color of mana has some way to imitate the features of another color. In the case of summoning, while it is a green-magic aligned ability, users of black magic can summon skeletons, corpses, and spirits; users of blue magic could summon sea creatures, red could summon fire elementals, and white spirits of light much like how green mages may summon animals or plants.

## See Also

The School of Magic

CHARACTER STATS