Note: page WIP with a lot of missing info and wack wording
Since early Genesis Era, magic has existed organically through immortal vessels as a manifestation of raw power, supplied through remnants of the soul crystal. Even if it was shattered, all immortals continue to possess magic since birth through inheritance, also known as magic residue. Magic is commonly deemed as a symbol of status in the immortal realm and said status is reflected through the usage of tokens. Those who possess great skill in magic are held in high regard, as magic prodigies often dedicate their whole lives to hone their knowledge and abilities.
Eventually, the mortal realm of Naru was created after Cloud Island and Corrupted Cliffs were merged back. However, mortals do not possess magic as immortals do, as mortal vessels have no direct correlation with the soul crystal's remaining fragments of raw magic without direct inheritance. Magic had to be obtained through the immortal realm, thus the Guardian Guild was formed as a means to train mortals to use magic by passing down magic knowledge. The Guardian Guild was eventually disassembled after the infamous sacrifice of two guardians managed to provide the first resources of raw magic throughout the mortal realm. Said resources are found as wild magic through elemental gemstones, magic herbs and creatures. Since then, Naru has slowly adapted to intergrate magic usage into society independently without any reliance or guidance from immortals.
Tokens remain used as a filtration device and used as storage to avoid magic overdose, as mortal vessels have much lower magic resistance towards high concentrations of magic in comparison to immortal vessels. The dangers of magic usage in the mortal realm remains debatable as magic can be fatal without proper training and certification. Advanced usage of raw magic, otherwise known as wild magic has been banned after the Truce of Peace since late War Era to prevent further threats towards mortal life. Though this does not stop mortal citizens from obtaining wild magic through illegal means.
In both the immortal and mortal realm, versatility in magic is especially looked up upon, as balancing and mastering multiple branches of magic skills is considered a complex process.
Some general terminology used in reference to magic.
Magic Capacity:
> The ability of one to wield magic and initiate usage without experiencing overdose.
Magic Resistance:
> The ability of one to resist and minimize the effects of magic directed at them when magic is initiated by other users.
Magic Concentration:
> The quantity of magic in a vessel, the vessel can be a body, an item, a place.
Magic Overdose:
> The inability of one's body to withstand the effects of magic due to magic concentration that exceeds their magic capacity (in terms of initiating the magic) or magic resistance (in terms of magic directed at them), prolonged state of magic overdose can cause fatigue, injury, comas, and in serious cases, fatality.
Magic Resonance:
> Raw magic's ability to connect to a vessel in specific surroundings due to similar magic aura which results in enhanced magic effects.
> Examples: water magic on rainy days/near natural bodies of water eg. lakes, rivers, oceans/on a full moon's night due to tides.
Magic Displacement:
> The process whereas a more concentrated or powerful magic is used to replace a preexisting, weaker property in a vessel.
Magic Residue:
> Inherited magic properties from the genes of an ancestor, presumedly affected by long term magic, commonly emerge as remainders of a curse, usually harmless but may manifest physically as scars/birthmarks/hair streaks.
Magic Aura:
> The natural property of any vessel that contains magic, usually drawn towards a center point of magic resonance. All souls contain inherent magic aura as fragmented stardust is magic itself. Also known as magic properties.
Base Magic:
> The main/basic characteristic of a magic wielder's ability, usually ranges from elemental based/manipulation based.
Elemental Alteration:
> The ability to shift between several different elemental magic types within one usage. Commonly found in combat magic users.
Freehand Magic:
> Magic manifested without assistance of any external vessel (usually a form of weaponry).
Magic in the mortal realm can be categorized based on origin and usage.
Wild Magic:
> Also known as unstable magic or raw magic.
> Ancient magic in it's rawest, unaltered form.
> Can be found anywhere as they exist throughout nature in abundance.
> Usually found in herbs, gemstones, creatures then extracted to be tamed.
> Stored in ancient artifacts in high concentrations and used as power ups during the Medieval Era to the War Era, before eventually banned by the Truce of Peace during the Modern Era, mostly hidden underground and only accessible by token users in case of emergencies.
Tamed Magic:
> Also known as stable magic or artificial magic.
> Modern magic that has been altered and tweaked through technology for intended, specific purposes.
> Generally less powerful and altered to become more suitable for mortal use to avoid magic overdose.
> Developed around the mid War Era as an attempt to minimize harm of wild magic done to the citizens through magic overdose.
Common Magic:
> Small flashes of magic with the lowest magic concentration, commonly used by any mortal for daily usage (fire for cooking, water for washing, air for drying, electricity for power supply, plant for agriculture etc).
> Harmless in nature, can be artificially tweaked to carry out complex activities (though this usually results in higher magic concentration, risk varies depend on usage).
> The only type of magic that doesn't require the user to wield a token, most mortals have enough magic capacity to withstand low concentrations.
Complex Magic:
> Also known as advanced magic.
> Any magic with usage intended for other advanced purposes other than common daily use (industrial use, healthcare, combative systems etc).
> Requires a token in terms of legal usage, tokens may be earned through certification after training in any advanced fields of magic.
> Qualifications usually approved by official institutions (O.R.C.A, K.I.T, L.E.E).
> May be obtained through illegal means, token specialists may distribute tokens without certification.
> Known as combat magic in hoplology, magic is used as a means of defense or offense in an attempt to fend off threats.
> Crucial to be owned by any complex magic user.
> Used as a filtration device in the mortal realm to avoid magic overdose.
> When not infused with magic and freshly harvested, resembles a clear round rock with a spiral across its surface.
> Created through concentrated restoration magic that naturally exist in abundance within coral reefs due to the cleansing affect of the Whiftu creature.
> Can be artificially created, usually by token specialists.
> Used as a status symbol within the immortal realm.
> All tokens in the immortal realm are artificially created by the stone of creation.
Advanced magic used for combative purposes, can be categorized into 3 categories in terms of usage.
Mono
> Recommended usage for beginners of combat magic.
Dual
> Most common magic usage within experienced users of combat magic and ranked explorers.
Tri
> Considered rare, only experienced/high ranked explorers with great flexibility and focus can wield three elements with balance.
> Main categories: elemental & manipulation.
[ Elemental Magic ]
> Most commonly used magic throughout Odukora.
> Mainly found in elemental gemstones scattered throughout the lands of Naru, usually caused by prolonged exposure of nearby concentrated magic towards normal gemstones.
> Elemental gemstones are usually extracted and altered artificially to become more stable and less powerful to avoid magic overdose in users.
> Direct usage of gemstones may result in heightened risks of magic overdose, most common way of preventing such is through infusing gemstones into weapons to decrease direct exposure of high magic concentration.
Elemental Gems in Nature
> Fire - found near warm regions, volcanoes/deserts, subcats include lava/magma
> Water - found near humid regions, rivers/oceans, subcats include mist/fog, ice/snow/frost, ice gems can be found naturally in cold regions, pigment: ink/paint is considered an artificial subcat
> Air - found in windy regions, subcats include sound, smoke
> Earth - found in low underground altitudes, subcats include rock, dust/sand, crystal, metal, mud
> Plant - found in dense forests, subcats include floral, wood, cotton, textile/paper is considered an artificial subcat
> Electric - found in regions prone to thunderstorms, subcats include lightning, thunder, tech
> Light - found in regions with high light exposure such as high mountainous altitudes, subcats include laser
> Dark - found in regions with low light exposure such as deep caves, subcats include shadow
Artificial Gems
> Aside from the traditional way of finding gems in nature, gems can be artificially made in labs and are sold to the public as common magic.
> Gems used for complex magic are usually of higher concentration and are only accessible by licensed citizens (usually those involved in occupations that require access to complex magic).
> Artificial gems made as an empty vessel (a gem with no elemental magic infused within, also known as empty gems), citizens may choose to buy empty gems to infuse with their own magic (however this option is less preferable due to the long process required to infuse magic into gemstones), though it is a cheaper option as premade elemental gems are known to be more costly compared to empty elemental gems.
> Elemental gem costs usually depends on durability, concentration and size.
> Large gems results in a large magic vessel, hence more magic can be infused into the gemstone for increased durability.
> Small gems results in a small magic vessel, hence magic infused remains accumulated and limited to a small area, resulting in a higher concentration.
Domestic Uses of Elemental Gems
> Fire - household cooking, industrial processes that require heating
> Water - agriculture, implemented in underground automated sprinklers, provides water source during drought seasons
> Plant - agriculture, usually crushed into fine dust to be used as organic fertilizer that boosts plant growth
> Earth - agriculture, construction uses
> Light - used as a light source in households during blackouts, provide additional light for plantations to increase plant growth
Drawbacks
> Elemental properties of gems will run out after prolonged use, depends on the age of said gems, ex: gems exposed to humidity for prolonged time will last longer as water gems
[ Manipulation Magic ]
> Often extracted from magic auras possessed by certain magical creatures, not all creatures possess magic auras that can be useful for mortals, though the specific few are often hunted and kept in captivity to obtain said auras to be infused into gems.
> The modern era has enabled artificial replication of said magic abilities after extensive research on said creatures. Illegal hunting may still occur as a way to gain these abilities, but most magic users keep certain creatures around as pets as a more humane way for magic supply.
> Floatation/Levitation - manipulation of gravity - ringruff
> Agility - manipulation of speed - minyan
> Restoration - manipulation of damage, can be aimed towards any vessel, subcats include healing magic - whiftu
> Illusion - manipulation of senses, ability to determine magic aura of vessels - charmoluck
> Teleportation - manipulation of space, must be connected to a portal - telepidge
Some manipulation magic are known to be purely artificial and are not found anywhere in the wild through creatures.
> Metamorphosis - manipulation of vessel properties
> Dreamway - manipulation of dreams/souls through magic displacement
> Creature Affinity - manipulation of creature communication
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