ABRAXAS MODS (
abraxasmods) wrote2021-05-13 09:00 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Entry tags:
MAGIC ◎
Magic
Magic is something that everyone in Abraxas is capable of, save for a few unfortunate souls who have lost that ability. ARCANE MAGIC is the most common type, and is what player characters are able to learn by default. Most focus on perfecting a few skills due to the effort required to master even one spell. Arcane Magic consists of many spell types, such as elemental spells, healing, telepathy, shapeshifting, and illusionary. It can also include various forms of herbology and alchemy (potions and medicines).
The Fey and the daemons have their own magic. Currently, player characters are not able to learn either style.
Magic is common in Abraxas, although most regular folk don't have the time or resources to learn it at a high level. Some commoner families have spells passed down from generation to generation, usually for basic tasks like cleaning, mending clothes, and healing minor injuries. However, magic is largely concentrated in the hands of nobles, academics, fringe groups and cults, and people directly involved in the war for the Singularity or smaller, local conflicts. Thorne is by far the most powerful magical territory, and any of their honored guests will be encouraged to learn and practice.
The Fey and the daemons have their own magic. Currently, player characters are not able to learn either style.
Magic is common in Abraxas, although most regular folk don't have the time or resources to learn it at a high level. Some commoner families have spells passed down from generation to generation, usually for basic tasks like cleaning, mending clothes, and healing minor injuries. However, magic is largely concentrated in the hands of nobles, academics, fringe groups and cults, and people directly involved in the war for the Singularity or smaller, local conflicts. Thorne is by far the most powerful magical territory, and any of their honored guests will be encouraged to learn and practice.
Learning Magic
All characters who arrive in Abraxas have access to Abraxan magic, even if they didn't have any magical ability in their canon. Magic takes time and effort to learn, as well as a certain level of aptitude. It's not necessary for your characters to learn magic if you don't want them to! Or, you may choose to have them learn very minimally or slowly. For those who do seek knowledge in magic, they'll find that each territory has slightly different practices and attitudes.
Magic requires energy and concentration - powerful spells or those newer to magic will need to rest and recover depending on how much energy they've used. Because of the open-ended nature of our magic system, we don't have a detailed list of spells or a strict method of leveling up. Players are encouraged to be creative! If your character will focus exclusively on learning how to make the perfect bread dough rise, they're free to do so.
Additionally, Wild Magic may play a role when characters begin their magical journey, since it's based on a person's intuition and emotional state. You can read more on Wild Magic and other forms of magic under the section Abraxan Magic.
Below are a few ways characters can learn or advance their magic.
Magic requires energy and concentration - powerful spells or those newer to magic will need to rest and recover depending on how much energy they've used. Because of the open-ended nature of our magic system, we don't have a detailed list of spells or a strict method of leveling up. Players are encouraged to be creative! If your character will focus exclusively on learning how to make the perfect bread dough rise, they're free to do so.
Additionally, Wild Magic may play a role when characters begin their magical journey, since it's based on a person's intuition and emotional state. You can read more on Wild Magic and other forms of magic under the section Abraxan Magic.
Below are a few ways characters can learn or advance their magic.
Training/Studying
The most typical method. Characters study and practice magic as they would any other skill. Generally speaking, characters can either learn several simple spells on a basic level or focus on one or two spells that they refine and strengthen over time. Because of their connection to the Singularity, all Summoned can grasp magic easier than the natives, though they must still put in effort and time to advance. On average, it will take characters 3-5 months to master spells at a higher level. Mastering a spell at its highest potential may take even longer - up to a year - and would require additional tools and tutelage.
For example, if a character wants to focus on healing, they may only be able to reliably heal cuts and bruises for the first couple of weeks. After a month or two, they may know how to heal a severe burn. After several months, they could progress to being able to heal deep wounds or broken bones fully, but would need further intensive training to be able to heal fatal injuries or to learn how to heal without leaving a scar.
If a character chooses to be a jack-of-all-trades, they may only ever know how to heal nothing worse than surface injuries - but in return, they could spend those months to additionally learn several other simple spells, without ever advancing any of them past their basic level.
It's also possible to do a mix - to focus on mastering one spell while learning one or two additional basic spells, or to prioritize advancing one spell further over another, less useful spell. Players are encouraged to be reasonable in how quickly their characters advance. If you're not sure your whether your character can learn a certain spell or how fast, please ask!
For example, if a character wants to focus on healing, they may only be able to reliably heal cuts and bruises for the first couple of weeks. After a month or two, they may know how to heal a severe burn. After several months, they could progress to being able to heal deep wounds or broken bones fully, but would need further intensive training to be able to heal fatal injuries or to learn how to heal without leaving a scar.
If a character chooses to be a jack-of-all-trades, they may only ever know how to heal nothing worse than surface injuries - but in return, they could spend those months to additionally learn several other simple spells, without ever advancing any of them past their basic level.
It's also possible to do a mix - to focus on mastering one spell while learning one or two additional basic spells, or to prioritize advancing one spell further over another, less useful spell. Players are encouraged to be reasonable in how quickly their characters advance. If you're not sure your whether your character can learn a certain spell or how fast, please ask!
Horizon Strengthening
While characters must still utilize standard methods of study and practice to learn magic, spending time in the Horizon and strengthening their connection to the Singularity will help advance their skill at a faster rate. The more they enter the Horizon and the more they create inside it, the more they will find learning or channeling spells goes smoother. However, anyone who rejects the Horizon or has limited contact with it will have trouble successfully accessing Abraxan magic.
Characters can also draw on Abraxan magic inside the Horizon to practice (which is different than using the metaphysical Horizon creation magic). Doing so takes the same amount of effort and control as in the real world but can be beneficial for risky or dangerous spells. That said, characters must still be putting in effort to practice outside of the Horizon. Learning exclusively within the Horizon will only get you so far.
Spending too much time in the Horizon can draw suspicion, so characters must still be careful. Generally, SOLVUNN's tightknit community means it is easier for them to notice characters who enter for extended periods while THORNE also actively watches for unusual activity. THE FREE CITIES allows the greatest freedom in entering the Horizon due to its sheer population, except when inside the barracks. On an OOC level, this lets characters to progress their magic at an equal rate regardless of territory choice, as the Free Cities is most suspicious of magic practiced openly, while Thorne and Solvunn are more welcoming of it.
Characters can also draw on Abraxan magic inside the Horizon to practice (which is different than using the metaphysical Horizon creation magic). Doing so takes the same amount of effort and control as in the real world but can be beneficial for risky or dangerous spells. That said, characters must still be putting in effort to practice outside of the Horizon. Learning exclusively within the Horizon will only get you so far.
Spending too much time in the Horizon can draw suspicion, so characters must still be careful. Generally, SOLVUNN's tightknit community means it is easier for them to notice characters who enter for extended periods while THORNE also actively watches for unusual activity. THE FREE CITIES allows the greatest freedom in entering the Horizon due to its sheer population, except when inside the barracks. On an OOC level, this lets characters to progress their magic at an equal rate regardless of territory choice, as the Free Cities is most suspicious of magic practiced openly, while Thorne and Solvunn are more welcoming of it.
While the Horizon's strengthening of one's magic is not yet knowledge that characters have, you can incorporate this information OOCly to progress (or stagnate) your character's magical aptitude.
Reward Gains
Magic is one of the many possible rewards players can get from participation in the game's events and plots, including a character's first trip into the Horizon. These spells are lower level magic spells (i.e. level 1 or equivalent), but do not need to be actively or deliberately acquired ICly. Events or other aspects of the game that come with a gain as a participation reward will noted explicitly. Players can submit their chosen magic gain (or transformation gain, such as horns or other physical change) during their monthly Activity Check for approval.
The D&D level reference is only a guideline. Players are welcome to peruse all spells for ideas as long as the outcome will not make a character too powerful or contradict established game mechanics and lore. While we'll always work with players to try and adjust abilities that toe the line to make them functional in game, there may be some instances where we ask players to select a different ability altogether.
Characters will ICly find themselves possessing a reward gain whether they want it or not - a "gift" from the Singularity. Players can use this as an opportunity to give their characters abilities or changes that might have a negative impact, or to have their characters learn a spell they otherwise wouldn't. Characters will be capable of using it without any practice required, though you can play around with needing some practice to exhibit finer control over the ability.
Characters can also discover their new ability or transformation immediately or gradually. If you wish for your character to develop their gain further over time by playing out practicing in-game, please let us know what the limits of the final version of your intended ability will be, in addition to its limits when starting out, when submitting your request for approval. Keep in mind a realistic timeframe and level of improvement for your character! You can also request an addition or an upgrade to a previous gain within reason.
The D&D level reference is only a guideline. Players are welcome to peruse all spells for ideas as long as the outcome will not make a character too powerful or contradict established game mechanics and lore. While we'll always work with players to try and adjust abilities that toe the line to make them functional in game, there may be some instances where we ask players to select a different ability altogether.
Characters will ICly find themselves possessing a reward gain whether they want it or not - a "gift" from the Singularity. Players can use this as an opportunity to give their characters abilities or changes that might have a negative impact, or to have their characters learn a spell they otherwise wouldn't. Characters will be capable of using it without any practice required, though you can play around with needing some practice to exhibit finer control over the ability.
Characters can also discover their new ability or transformation immediately or gradually. If you wish for your character to develop their gain further over time by playing out practicing in-game, please let us know what the limits of the final version of your intended ability will be, in addition to its limits when starting out, when submitting your request for approval. Keep in mind a realistic timeframe and level of improvement for your character! You can also request an addition or an upgrade to a previous gain within reason.
Teaching Canon Abilities
Characters can teach other player characters abilities from their own canon as long as the power in question has a basis for being learned by others. Characters cannot teach abilities that are part of an innate quality unrelated to magical aptitude. For example, the Hulk cannot teach another character to hulk out, nor can Castiel teach healing powers associated with his angelic nature, but Harry Potter would be able to teach someone a wizarding spell from Hogwarts.
Characters can participate in this after they've obtained at least one Abraxan magic spell they've learned or received as a reward. How long a character takes to learn depends on how powerful the spell is, much like Abraxan magic itself. More powerful or complicated abilities will take longer to master than simple ones.
There are some limitations on this aspect:
Characters can participate in this after they've obtained at least one Abraxan magic spell they've learned or received as a reward. How long a character takes to learn depends on how powerful the spell is, much like Abraxan magic itself. More powerful or complicated abilities will take longer to master than simple ones.
There are some limitations on this aspect:
- Some spells are too advanced to be passed between each other, including portals/teleportation, unrestricted flight (levitation is fine), necromancy, mind reading/mind control, time manipulation, and reality-bending.
- Characters must be taught in-person. Characters cannot teach abilities exclusively through the Horizon.
Abraxan Magic
The most common type of magic is ARCANE MAGIC. Practiced throughout Abraxas, it can be learned by anyone of any species unless an individual has lost their magical potential via rare types of illness or an encounter with a powerful mage that went poorly.
Abraxan natives often use the arcana tarot deck to strengthen a spell. Spells that affect individuals work especially well when a card is used that matches the person's sign. While a deck is not necessary for spellcasting, spells can't reach their highest potential without a deck. Exceptionally powerful spells may require very rare, expensive decks. The summoning spell is one such example, where the deck is so complicated to forge that until recently - before the other territories proved capable of summoning - Thorne was believed to possess the only existing deck. Low-quality or damaged cards can cause spells to backfire, though some rogue mages are known to combine healing spells with defaced or poorly made cards to twist the spell and harm the target in gruesome ways.
Arcane Magic usually creates a bright neon-like light around the spell's area. Stealthy spells might not be visible, and dark or shadow magic may have the opposite effect, but most mages are a little flashy.
Arcane Magic consists of four subcategories: Academic Magic, High Magic, New Magic, and Wild Magic. Two additional forms of non-Arcane Magic exists, which are not found or practiced in any of the three major territories.
Abraxan natives often use the arcana tarot deck to strengthen a spell. Spells that affect individuals work especially well when a card is used that matches the person's sign. While a deck is not necessary for spellcasting, spells can't reach their highest potential without a deck. Exceptionally powerful spells may require very rare, expensive decks. The summoning spell is one such example, where the deck is so complicated to forge that until recently - before the other territories proved capable of summoning - Thorne was believed to possess the only existing deck. Low-quality or damaged cards can cause spells to backfire, though some rogue mages are known to combine healing spells with defaced or poorly made cards to twist the spell and harm the target in gruesome ways.
Arcane Magic usually creates a bright neon-like light around the spell's area. Stealthy spells might not be visible, and dark or shadow magic may have the opposite effect, but most mages are a little flashy.
Arcane Magic consists of four subcategories: Academic Magic, High Magic, New Magic, and Wild Magic. Two additional forms of non-Arcane Magic exists, which are not found or practiced in any of the three major territories.
Academic Magic
Magic that has been recorded and refined over many centuries. Researchers are always making new spells. Academic Magic requires a high level of study. All spells must have stable and predictable results. Tornis once shared this type of magic with the world, but Thorne hoards the best of it for themselves in their libraries and universities.
The benefit of Academic Magic is that it does not require an intuitive understanding of magic. However, users must execute their spells with precision. The language used in Academic Magic is based on an ancient Thornean tongue, which carries tonal similarities to Scandinavian languages. While the meaning of the words are primarily lost, it's essential to pronounce the spell accurately. As a result, Academic Magic carries a high chance of failure for new students. In exchange, it has a lower chance of harming the user when failing, making it the safest type of magic to learn. That said, the more complicated the spell, the higher the risk of backfiring on the user.
The benefit of Academic Magic is that it does not require an intuitive understanding of magic. However, users must execute their spells with precision. The language used in Academic Magic is based on an ancient Thornean tongue, which carries tonal similarities to Scandinavian languages. While the meaning of the words are primarily lost, it's essential to pronounce the spell accurately. As a result, Academic Magic carries a high chance of failure for new students. In exchange, it has a lower chance of harming the user when failing, making it the safest type of magic to learn. That said, the more complicated the spell, the higher the risk of backfiring on the user.
THORNE favors Academic Magic. Characters will find any number of teachers, resources, and books available throughout Castle Thorne in order to learn this type of magic. In fact, mages in Thorne will encourage characters to study Academic Magic. Many are open to teaching, including spells to defend or fight. Magic is used freely in Thorne in their everyday lives. In the castle, people use spells for any number of tasks, small or large.
SOLVUNN practices Academic Magic minimally, mostly in the Primary Settlement. A few basic books are available in Solvunn. If a host family trusts your character, they'll teach a few simple spells passed down to them. These spells trend towards those used in household chores, agriculture, and the trades. A spell to mend clothes, for example, is common.
THE FREE CITIES has Academic Magic only as a stepping stone to New Magic. Few true mages reside in the Free Cities. Instead, classes and books focus on using Academic Magic in practical ways that the territory's current advancements haven't yet reach, such as food preservation, healing and medicine, and crafting complex machinery. Frivolous spells are looked down upon, although these spells are more accepted in the arts and entertainment. In short, magic should serve a purpose rather than being relied upon for everyday tasks. At its most extreme, attitudes around magic are fearful and suspicious. While not common, it does exist in small fringe pockets. For instiance, a merchant who see spells flashed about in their shops might believe they're being swindled.
High Magic
While other forms of magic work independently, High Magic must appeal to a higher power in order to function - specifically, one of the Old Gods or the Cardinal Gods. Examples of High Magic include asking for a blessing or making a sacrifice. High Magic can also include individual offerings to a shrine or elaborate rituals that involve up to an entire village or sect of mages. Many practioners of High Magic are identifiable by the bone or wood charms they carry or wear depicting certain gods.
THORNE sees High Magic as an outdated form of magic. They're generally respectful of the concept, but they believe that High Magic should be preserved for knowledge rather than relied upon for spellcasting. There are books in the libraries detailing High Magic, but the names of any particular gods or specific spells and practices are distinctly absent. The writings are more scholarly in nature - focusing on High Magic in the ancient past and its role in the evolution of Academic Magic.
SOLVUNN prefers High Magic. Spells that fail are interpreted as an omen or a message from the gods. Farmers often have small shrines on their land or in their homes where they offer animal bones, crops, or other items to appeal to the gods for spells or "blessings", such as favorable weather, a fruitful harvest, or good health. Skilled mages will cast a variety of spells using charms depicting the gods. Large ritual spells during festivals are not uncommon. Each settlement's traditions are oral, but anyone living in Solvunn will naturally be able to learn broadly about blessings and shrines through observation and speaking to the locals.
THE FREE CITIES views High Magic as superstition, like rubbing a pair of dice for good luck, rather than true magic. Some are outright disdainful of the practice, while others observe a more casual version of it, possessing small shrines in their homes. Their offerings tend to be colorful stones or bits of glass. If asked, observers will say they don't wholly believe in it, but they've maintained the practice for the sake of tradition or as a form of neo-spiritualism. The dilution of the art means they do not recall the names of any gods, referring to them by type instead, such as the fertility god or the warrior goddess.
New Magic
Magic used in combination with machinery to enhance or advance technology. An inventor might use New Magic to make an incomplete piece of machinery work, and observe the now-working machine to hypothesize what they need to build to make it run without magic. One can consider New Magic a branch of Academic Magic, as it uses those spells as a base, but the most stringent practioners of will insist until they are blue in the face that the two are very different. New Magic was first established in the Free Cities and continues to grow in popularity there. Outside the Free Cities, New Magic can be controversial as it moves towards making all magic obsolete.
Those inclined towards technology and the sciences may find New Magic more to their tastes than Academic Magic. Instead of learning to create magic orbs of light, they would learn how to put that glowing orb in a lantern, then use said lantern as a light source without having to cast the spell each time. New Magic is constantly developing. Many mages who use it welcome new ideas and experimentation.
Those inclined towards technology and the sciences may find New Magic more to their tastes than Academic Magic. Instead of learning to create magic orbs of light, they would learn how to put that glowing orb in a lantern, then use said lantern as a light source without having to cast the spell each time. New Magic is constantly developing. Many mages who use it welcome new ideas and experimentation.
THORNE highly frowns upon New Magic. A few eccentrics might be tolerated for toying with New Magic, especially if they are creating what leans more towards magical tools than seeking to replace magic with technology, but for the most part, mages will dismiss the idea of New Magic having any value. Anyone who advocates for it is cast under suspicion. Mages who are especially wary claim that New Magic seeks to destroy essential centuries-old traditions in Abraxas.
SOLVUNN is almost completely absent of New Magic. Those who like to tinker might use it by accident, but many in Solvunn would not see this as New Magic and may even balk at being told that it is - they're only simple folk, and have no interest in overstepping what the gods have given them. Characters who ask about New Magic might be pointed to writings that only briefly cover its history and description, but not much more than that.
THE FREE CITIES is most welcoming to New Magic. They consider overreliance on magic to be a weakness and a relic of times past, whereas technology is the future. Not everyone who practices New Magic is seeking to render magic obsolete. Some are more restrained and posit that New Magic helps create advancements that otherwise wouldn't be possible. Others consider New Magic a method of allowing everyone access to the same standard of living regardless of magical aptitude - such as a gadget to heat water for those incapable of learning the spell themselves. Characters who want to learn New Magic will be welcomed at various academies and institutes.
Wild Magic
Wild Magic is based on impulse or emotion. This is the oldest sort of magic. Because of its intuitive nature, nearly everyone has some access to Wild Magic. Many who begin to learn magic - particularly children - will find the impulses of Wild Magic surfacing to varying levels. Due to its unpredictability, actively practicing it is usually discouraged, and there is large amount of superstition surrounding those who willingly use it. Wild Magic can be the most powerful, but it caries the greatest risk of backfiring.
This can occur for two reasons. The first is because certain forms of magic from their canon might lean heavily on magic through emotion, similar to Wild Magic. The second is that, without being trained as children like the natives, the Summoned may instinctively reach for Abraxan Magic through intuition and emotion. This is what results in unpredictable spells when the Summoned first begin to learn magic. Over time, as they choose the path of Academic Magic, High Magic, or New Magic, they can refine their skill and move away from Wild Magic itself.
While characters can self-teach control to a modest degree, to learn Wild Magic formally, they must travel to Nott in search of a teacher or find another Summoned who's studied Wild Magic. Otherwise, their magic will continue to rely heavily on their emotional state, causing higher-level spells to be unpredictable and hard to control.
The most unique aspect of Wild Magic is that some of the Summoned might be unintentionally using it to a moderate degree.
This can occur for two reasons. The first is because certain forms of magic from their canon might lean heavily on magic through emotion, similar to Wild Magic. The second is that, without being trained as children like the natives, the Summoned may instinctively reach for Abraxan Magic through intuition and emotion. This is what results in unpredictable spells when the Summoned first begin to learn magic. Over time, as they choose the path of Academic Magic, High Magic, or New Magic, they can refine their skill and move away from Wild Magic itself.
While characters can self-teach control to a modest degree, to learn Wild Magic formally, they must travel to Nott in search of a teacher or find another Summoned who's studied Wild Magic. Otherwise, their magic will continue to rely heavily on their emotional state, causing higher-level spells to be unpredictable and hard to control.
THORNE discourages Wild Magic, due to its lack of refinement. In most cities, including Castle Thorne, Hayle, and Borrel, Academic Magic is almost exclusively practiced in place of Wild Magic. Only a few rare practioners of Wild Magic are accepted if they have proven to possess full control over it. They are unlikely to agree to teach it, however, to newcomers. Only NOTT actively teaches and welcomes Wild Magic. Those who want to train in Wild Magic will need to make their way to Nott in order to do so. Learning Wild Magic in Nott will require a duration of several month's stay in order to gain the trust of the locals and spend time with their instruction.
SOLVUNN does not practice Wild Magic out of concern that it may anger or disturb the gods. Children who give into the impulses of Wild Magic are often gently corrected. There may be one or two elders in each settlement who have knowledge of Wild Magic, but the role of these elders is to help curb impulsivity in spellcasting rather than to pass on the teachings of Wild Magic itself. They may be open to answering a few basic questions.
THE FREE CITIES is most wary of Wild Magic. They consider it magic in its rawest form and least suitable for progressing New Magic. Those who use it practice it secretly and won't admit to it, fearing they'll be blamed if a spell goes wrong. However, given the Free Cities' vast deserts and its overcrowded nature (loud noises and accidents of all kinds occur every day), anyone who uses magic from their home worlds that is similar to Wild Magic or who naturally has an impulsive nature can avoid too much scrutiny by being discreet. In particular, the Summoned have more leeway in their magic use, as they're meant to serve an important purpose.
Non-Arcane Magic
Non-Arcane magic can be found in Abraxas outside of the three major territories, but at this time, it is not possible for player characters to learn since contact with the places in which these types of magic is practiced is extremely limited.
LOW MAGIC is the (sometimes derogatory) term for magic practiced by daemons. It can also be referred to as Daemon magic or Draconic Magic. Daemon magic is considered somewhat deceptive and many believe they aren't as strong as they claim to be, but their secrets are so well-guarded that no one but them can say for sure. Little is known about daemon magic, but the rumors are endless, from blood sacrifices to bizarre rituals to accusations of cannibalism. It's possible to learn about daemon magic in any territory, but the writings are all entirely theoretical and abstract. No concrete conclusions have ever been drawn regarding daemons or their magic.
SEELIE MAGIC is the magic practiced by the Fey, heavily rooted in the desires of the user and the manipulation of reality itself. This type of magic is feared and not well understood outside of the Fey themselves. One of the unique spells Seelie Magic has to offer is the ability to open a portal to Faerie, to an alternate plane of existence. Much like daemon magic, books and writings about the Fey and their magic are all theoretical or hearsay. One thing is emphasized, however, across all territories: anyone who encounters Fey magic or the Fey directly is rarely seen again...with a very recent exception, when the Summoned were invited to the Feywilds.
return to main navigation