lunae calamitas mods (
promittere) wrote2024-02-25 10:37 pm
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magic & lore
WIZARDS 101
Wizards are born wizards, though there is no way to know ahead of time whether a child will be one or not. Children with a magical parent may be entirely human, or two humans could have a wizard for a child even with no history of wizards or witches in their bloodline.
Their magic, while being an inherent trait, is not something they draw from their own selves. Magic relies on the spirits that reside in the world. Each country is governed by spirits with their own temperaments, which lends to the magical specialties of each country. For example, Northern spirits are very aggressive and volatile, while spirits in the South seek companionship. Spirits can be quite fae-like, with inhuman logic and an inability to grasp concepts such as the passage of time, as they simply exist as they are. Many young witches and wizards cannot see spirits, but as their magic develops and strengthens communicating directly to the spirits becomes possible. The power behind magic, ultimately, still comes from the heart. A wizard that is confident and sure will be stronger than a wizard that is doubtful or anxious, and a wizard in distress may find it impossible to cast any spells at all.
Magic makes many things possible, but there are a few things that even magic cannot do. Magic cannot change or influence time—so no explicit time travel. Magic cannot create something out of nothing. Magic can change an object or a creature into something unrecognizable to what it used to be, but everything has an origin. Magic can also not bring back the dead back to life. Reanimation is possible, but true resurrection is out of the question.
"what about your blorbo owen" we don't need to talk about owen!!!!
Their magic, while being an inherent trait, is not something they draw from their own selves. Magic relies on the spirits that reside in the world. Each country is governed by spirits with their own temperaments, which lends to the magical specialties of each country. For example, Northern spirits are very aggressive and volatile, while spirits in the South seek companionship. Spirits can be quite fae-like, with inhuman logic and an inability to grasp concepts such as the passage of time, as they simply exist as they are. Many young witches and wizards cannot see spirits, but as their magic develops and strengthens communicating directly to the spirits becomes possible. The power behind magic, ultimately, still comes from the heart. A wizard that is confident and sure will be stronger than a wizard that is doubtful or anxious, and a wizard in distress may find it impossible to cast any spells at all.
Magic makes many things possible, but there are a few things that even magic cannot do. Magic cannot change or influence time—so no explicit time travel. Magic cannot create something out of nothing. Magic can change an object or a creature into something unrecognizable to what it used to be, but everything has an origin. Magic can also not bring back the dead back to life. Reanimation is possible, but true resurrection is out of the question.
"what about your blorbo owen" we don't need to talk about owen!!!!
THE FOCUS
There are several tools a wizard can use to amplify or modify their spellcasting, ranging from magic circles, artifacts imbued with power, the remains of magical creatures or other wizards, and pieces of the moon—but the most important tool of all will be the wizard or witch's personal focus.
Foci are, typically, not items that are inherently magical themselves, but their importance to the caster allow them to focus and hone their magic. Generally, they're items of some sort of significance to the wizard—examples from canon include things like gifts from people the wizard holds dear, objects that hold a more symbolic significance because of their appearance during a pivotal event in the wizard's life, or things that are cherished and develop importance simply because of their practicality.
As long as it's something that can be held, there's no limit on what a focus can actually be, or that it needs to necessarily be an individual item opposed to a set or kit. Examples of foci from canon include: a sword, a pocket watch, a ring, a prison cell key, a cutlery set (consisting of a fork, spoon, and knife), and a sewing kit. Large or small, what matters is that the item(s) matter.
With enough practice, foci can help shape what a wizard is capable of and alter their magic as well. A wizard using a gun or bow as a focus may find it easier to shoot their spells as magical projectiles, someone using a pen may find magic circles and drawing their spells out as they cast helps them focus.
Foci can also be summoned or stowed away with magic with enough skill, which is good for those who find themselves drawn to items that are large or unwieldy.
Foci are, typically, not items that are inherently magical themselves, but their importance to the caster allow them to focus and hone their magic. Generally, they're items of some sort of significance to the wizard—examples from canon include things like gifts from people the wizard holds dear, objects that hold a more symbolic significance because of their appearance during a pivotal event in the wizard's life, or things that are cherished and develop importance simply because of their practicality.
As long as it's something that can be held, there's no limit on what a focus can actually be, or that it needs to necessarily be an individual item opposed to a set or kit. Examples of foci from canon include: a sword, a pocket watch, a ring, a prison cell key, a cutlery set (consisting of a fork, spoon, and knife), and a sewing kit. Large or small, what matters is that the item(s) matter.
With enough practice, foci can help shape what a wizard is capable of and alter their magic as well. A wizard using a gun or bow as a focus may find it easier to shoot their spells as magical projectiles, someone using a pen may find magic circles and drawing their spells out as they cast helps them focus.
Foci can also be summoned or stowed away with magic with enough skill, which is good for those who find themselves drawn to items that are large or unwieldy.
THE MAGIC WORDS
Every witch and wizard must choose a word or phrase to act as their "spell," which will channel their will and desires to the spirits, who respond and that's how the magic happens. There is no rule for what the words have to be, beyond it being something that has meaning to the caster. Casting spells is almost entirely verbal, with sometimes magic tools or circles and seals acting to amplify spells or do particular things, but this means that if you choose a wordy phrase or something difficult to say, it's entirely possible to just flub your cast entirely.
But, again, it can be anything. Spells belonging to canon wizards are below to help get an idea of what is acceptable:
But, again, it can be anything. Spells belonging to canon wizards are below to help get an idea of what is acceptable:
Vox Nox, "voice of the night."
Cur Memini, "why remember."
Possideo, "to possess."
Amores Viesse, "love will come."
Matztzah Sapidus, "bread tasty."
THE BROOMS
What good is magic if you can't use it to get around? While teleportation with magic is possible, it requires so much magical skill and power few can achieve it—and even fewer still can use that magic to cross entire countries. While the Wizard Manor does connect to towers within each country, that only gets your part of the way there.
Luckily, brooms exist—and you don't even need to buy one. Simply will one into existence and it'll appear, ready to mount and fly. Each broom will be tailored specifically to the one who summoned it, taking on an appearance that matches the wizard it belongs to.
The one downside is that while summoning a broom is easy, learning how to control one is another matter entirely. Much like learning to ride a bike, learning how to fly on a broom will take some effort. Some may find it easier to grasp than others, but they'll still need to practice.
Luckily, brooms exist—and you don't even need to buy one. Simply will one into existence and it'll appear, ready to mount and fly. Each broom will be tailored specifically to the one who summoned it, taking on an appearance that matches the wizard it belongs to.
The one downside is that while summoning a broom is easy, learning how to control one is another matter entirely. Much like learning to ride a bike, learning how to fly on a broom will take some effort. Some may find it easier to grasp than others, but they'll still need to practice.
MANA AREAS & AMULETS
As wizards are so attached to the world around them, it's inevitable they form connections with that world beyond just the spirits that power them. These places are known as "mana areas," and every wizard has one. It's somewhere the wizard feels comfortable and safe—somewhere they enjoy being more than anywhere else. Being in these areas essentially recharges the wizard, replenishing their depleted mana and refreshing them so they're back to their best.
Mana areas are not strictly physical locations, like someone's literal home, but can also be more conceptually vague, or even a broad thing like a particular vista. Canon examples of mana areas include:
The amulets that match the areas above are:
Mana areas are not strictly physical locations, like someone's literal home, but can also be more conceptually vague, or even a broad thing like a particular vista. Canon examples of mana areas include:
- An outdoor market, buzzing with activity.
- The view of the aurora from Oz's castle in the North.
- A field in the South filled with flowers, perfect for naps in the sun.
- Being curled up under a blanket as it rains outside.
The amulets that match the areas above are:
- Chess pieces, but only the knights.
- A snow globe enchanted to reflect the night sky over the castle.
- A wreath made of flowers from the field.
- A sachet filled with herbs and flowers, that has a scent that encourages relaxation.
MANA STONES
When a magical being, be it a wizard or a beast, dies they turn to stone and shatter, leaving behind a crystal known as a mana stone. The mana stone contains the magical power of the creature, which makes them quite valuable resources. They can be used as power sources the same way you might use a battery or generator—the elevators at the Manor are powered by mana stones, actually, and so are several inventions in the West.
The mana stones of wizards can also be consumed by other wizards, which is how many wizards have ended up as powerful as they are. Consuming a mana stone imparts that power to the wizard, though this is not a riskless endeavor. At best, the wizard will find themself even stronger than before, but consuming the mana stone of a significantly weaker wizard will impart no benefit. Eating the mana stone of a wizard who is significantly more powerful, however, can lead to the living wizard dying as they physically cannot handle that amount of magic.
The consumption of mana stones is something generally accepted in wizard culture, and though feelings will naturally vary from person to person it's not considered taboo in the slightest. Most of the wizards out there have eaten or will eat a mana stone at some point in their life, and it's not uncommon witches and wizards imploring their mana stone goes to someone important to them, such as a child or partner.
The mana stones of wizards can also be consumed by other wizards, which is how many wizards have ended up as powerful as they are. Consuming a mana stone imparts that power to the wizard, though this is not a riskless endeavor. At best, the wizard will find themself even stronger than before, but consuming the mana stone of a significantly weaker wizard will impart no benefit. Eating the mana stone of a wizard who is significantly more powerful, however, can lead to the living wizard dying as they physically cannot handle that amount of magic.
The consumption of mana stones is something generally accepted in wizard culture, and though feelings will naturally vary from person to person it's not considered taboo in the slightest. Most of the wizards out there have eaten or will eat a mana stone at some point in their life, and it's not uncommon witches and wizards imploring their mana stone goes to someone important to them, such as a child or partner.
PROMISES & OTHER MINUTIAE
Wizards are, contrary to what some may believe, people of their word—and there's a good reason for that. For those who know the power in words and whose heart and soul shapes their abilities, promises and vows are more than sacred and are not something to be made lightly. Making a promise that cannot be kept is tantamount to a death sentence for some wizards, because breaking a promise will cost that wizard their magic. No matter how small or large the thing being promised is, if a wizard so much as feels as if they've failed to uphold that promise they will lose their magical ability. Wizards must pay attention to the things they say and the vows they make, because it may end up costing them in the long run.
There are several things a wizard can do to augment their abilities beyond just snacking on mana stones. Talismans can be made out of the body part of another wizard, which can either grant the wizard boosted power or a way to control another wizard. Even the smallest speck of blood can carry a wizard's power and enable someone to wreak incredible havoc they couldn't otherwise. Other things are magic circles, sacrifices of flesh and bone, or moonstones—fragments of the Calamity that have fallen to the earth. A less common approach is Munt's Law, where a wizard can focus intently on their magic by shutting down their other senses. It's incredibly effective, but risky, meaning it's a type of casting some wizards will try to avoid.
Lastly, there is something known as "mana transference." This is a subset of healing magic that involves imbuing the patient with the wizard's own magic, or mana, and it can potentially heal even the most grievous of injuries and bring someone back from the grave. However, it's only effective if the caster and the patient are compatible and the patient feels comfortable and trusts the wizard, and if the wizard is not far more powerful or unskilled. A too-large power gap could mean that instead of healing the patient, they instead...explode them.
There are several things a wizard can do to augment their abilities beyond just snacking on mana stones. Talismans can be made out of the body part of another wizard, which can either grant the wizard boosted power or a way to control another wizard. Even the smallest speck of blood can carry a wizard's power and enable someone to wreak incredible havoc they couldn't otherwise. Other things are magic circles, sacrifices of flesh and bone, or moonstones—fragments of the Calamity that have fallen to the earth. A less common approach is Munt's Law, where a wizard can focus intently on their magic by shutting down their other senses. It's incredibly effective, but risky, meaning it's a type of casting some wizards will try to avoid.
Lastly, there is something known as "mana transference." This is a subset of healing magic that involves imbuing the patient with the wizard's own magic, or mana, and it can potentially heal even the most grievous of injuries and bring someone back from the grave. However, it's only effective if the caster and the patient are compatible and the patient feels comfortable and trusts the wizard, and if the wizard is not far more powerful or unskilled. A too-large power gap could mean that instead of healing the patient, they instead...explode them.
BREAKING DOWN POWER LEVELS
Initially, those Sage's Wizards who have found themself drawn to this world from faraway places will find themselves starting from scratch. Some of those with abilities may have an advantage and an easier time learning certain fields of magic, but they will still be much weaker than they remember being.
At the start, all of the new Sage's Wizards will find two things they can do with little effort: summoning a broom and creating magical sugar. Wizard's sugar is distinct from other sugar for both its appearance (looking more like konpeito candies instead of typical sugar crystals) and restorative property, providing minor boosts to energy and easing minor aches. All other sorts of magic can be learned, though, with the only exceptions being those outlined in the beginning. Players have the freedom to be flexible in their interpretations of the magical skill levels, as there are no hard and fast rules on these things, but we still ask that things be kept reasonable to prevent any sort of godmoding or power gaming. We're trusting you to take the guidelines and make your own fun out of the very broad magic system you have to work with!
If you have any questions for what your character may be able to accomplish at their current skill level and aren't sure of your own judgment, feel free to reach out to the mods! We are here to help, and we know sometimes vague limits aren't easy to work with. If you want some examples of the different skill levels and how country affiliations can impact them, read on!
To keep from having to check the locations page for which sorts of magic, a quick primer: Northern wizards excel at combat oriented magic, while Southern wizards are gifted at healing and curative magic. Eastern wizards are best at complicated and precise magic, such as magic seals and curses, while Western wizards have a knack for transformative magic. Central wizards are a sort of jack-of-all-trades, not particularly excelling at any type of magic, but not being exceptionally weak in any field, either.
These are all just examples, though, so again—go with what you think is a reasonable effect for the training your characters has done! Use your own discretion for what your character can do and how powerful of a spell they can cast, because it's a very broad and flexible magic system. It would be impossible to list out everything in a numerical list, so we're prioritizing fun over strict rules.
At the start, all of the new Sage's Wizards will find two things they can do with little effort: summoning a broom and creating magical sugar. Wizard's sugar is distinct from other sugar for both its appearance (looking more like konpeito candies instead of typical sugar crystals) and restorative property, providing minor boosts to energy and easing minor aches. All other sorts of magic can be learned, though, with the only exceptions being those outlined in the beginning. Players have the freedom to be flexible in their interpretations of the magical skill levels, as there are no hard and fast rules on these things, but we still ask that things be kept reasonable to prevent any sort of godmoding or power gaming. We're trusting you to take the guidelines and make your own fun out of the very broad magic system you have to work with!
If you have any questions for what your character may be able to accomplish at their current skill level and aren't sure of your own judgment, feel free to reach out to the mods! We are here to help, and we know sometimes vague limits aren't easy to work with. If you want some examples of the different skill levels and how country affiliations can impact them, read on!
To keep from having to check the locations page for which sorts of magic, a quick primer: Northern wizards excel at combat oriented magic, while Southern wizards are gifted at healing and curative magic. Eastern wizards are best at complicated and precise magic, such as magic seals and curses, while Western wizards have a knack for transformative magic. Central wizards are a sort of jack-of-all-trades, not particularly excelling at any type of magic, but not being exceptionally weak in any field, either.
Level One - Novice
At lower skill levels, one can accept that the spells just...won't be as powerful! Durations will be shorter, the impact will be weaker, spells will be flimsier and easier to break. At lower levels, spells may require more concentration or the use of extra tools or the implementation of magic circles to focus the magic.
To use a specific type of magic as an example, let's go with transformation. At all levels, transformation requires materials to be transformed, but it comes more naturally to Western wizards. This could mean that Western wizards find themselves able to do more thorough transformations—at lower levels they can only really change themselves and small objects, but they can change their body entirely by changing physical sex, while a wizard from another country may struggle to do anything more complicated than changing their hair's texture or eye color. Those that struggle with transformative magic may draw up magic circles as a way to apply the transformation to themselves, though this of course means transformation cannot be done on the fly and has to be planned for. The one similarity between all wizards will be that at this level, the transformations won't be permanent as there's not enough power behind the spell.
At lower skill levels, one can accept that the spells just...won't be as powerful! Durations will be shorter, the impact will be weaker, spells will be flimsier and easier to break. At lower levels, spells may require more concentration or the use of extra tools or the implementation of magic circles to focus the magic.
To use a specific type of magic as an example, let's go with transformation. At all levels, transformation requires materials to be transformed, but it comes more naturally to Western wizards. This could mean that Western wizards find themselves able to do more thorough transformations—at lower levels they can only really change themselves and small objects, but they can change their body entirely by changing physical sex, while a wizard from another country may struggle to do anything more complicated than changing their hair's texture or eye color. Those that struggle with transformative magic may draw up magic circles as a way to apply the transformation to themselves, though this of course means transformation cannot be done on the fly and has to be planned for. The one similarity between all wizards will be that at this level, the transformations won't be permanent as there's not enough power behind the spell.
Level Two - Intermediate
With more training (or more consumption of mana stones, we won't judge) comes bigger spells with bigger impacts and longer durations. The hand-sized flame a young wizard could conjure becomes a bonfire, the protective charm becomes sturdier, the healing magic more effective. A slight but noticeable increase in ability, with wizards able to do more complex things.
Continuing with the transformation example from before, this could mean that Western wizards find it easy to permanently transform physical objects and can further transform their own bodies into non-humanoid shapes, such as animals. They could even find themselves capable of transforming small aspects of other living creatures, like with the age-old prank of giving someone bright pink hair or the like. Non-Western wizards can have improved enough to do more significant transformations of their body, and the objects they transform can become bigger and stay changed for even longer—perhaps even a permanent change, with enough focus on the spell.
With more training (or more consumption of mana stones, we won't judge) comes bigger spells with bigger impacts and longer durations. The hand-sized flame a young wizard could conjure becomes a bonfire, the protective charm becomes sturdier, the healing magic more effective. A slight but noticeable increase in ability, with wizards able to do more complex things.
Continuing with the transformation example from before, this could mean that Western wizards find it easy to permanently transform physical objects and can further transform their own bodies into non-humanoid shapes, such as animals. They could even find themselves capable of transforming small aspects of other living creatures, like with the age-old prank of giving someone bright pink hair or the like. Non-Western wizards can have improved enough to do more significant transformations of their body, and the objects they transform can become bigger and stay changed for even longer—perhaps even a permanent change, with enough focus on the spell.
Level Three - Adept
In many ways, this is the highest level of magic most wizards will achieve. After enough training (or, again, more mana stones) a wizard can do just about anything with their magic, only relying on things like magic circles or artifacts as crutches for the most complicated spells (or types of magic they just don't vibe with, depending on the wizard). An adept wizard is still a powerful wizard—their bonfire becomes a blaze that consumes an entire house and spreads far and wide, their protective charm prevents fatal injuries entirely, they can cure most diseases.
Again, using transformation as an example, a Western wizard can do even larger, even grander transformations. Turning a bunch of earth into a grand palace, turning a person into a bird, turning a bird into a person (physically), while wizards from other countries are close behind but find it harder to maintain or draw upon the spirits for such showy transformations.
In many ways, this is the highest level of magic most wizards will achieve. After enough training (or, again, more mana stones) a wizard can do just about anything with their magic, only relying on things like magic circles or artifacts as crutches for the most complicated spells (or types of magic they just don't vibe with, depending on the wizard). An adept wizard is still a powerful wizard—their bonfire becomes a blaze that consumes an entire house and spreads far and wide, their protective charm prevents fatal injuries entirely, they can cure most diseases.
Again, using transformation as an example, a Western wizard can do even larger, even grander transformations. Turning a bunch of earth into a grand palace, turning a person into a bird, turning a bird into a person (physically), while wizards from other countries are close behind but find it harder to maintain or draw upon the spirits for such showy transformations.
Level Four - Expertise
After enough training and proving themselves on a mission, characters will find themselves developing an expertise. This will be a special spell, crafted by the mods, unlocked after all countries have completed their main missions. These will be incredibly powerful spells, and unique to each character. Please look forward to them!
After enough training and proving themselves on a mission, characters will find themselves developing an expertise. This will be a special spell, crafted by the mods, unlocked after all countries have completed their main missions. These will be incredibly powerful spells, and unique to each character. Please look forward to them!
These are all just examples, though, so again—go with what you think is a reasonable effect for the training your characters has done! Use your own discretion for what your character can do and how powerful of a spell they can cast, because it's a very broad and flexible magic system. It would be impossible to list out everything in a numerical list, so we're prioritizing fun over strict rules.