Chronicles of Omniluxia
Magic

Magic

Magic at its core is a tool to create reality out of imagination. While Kings try to enforce their dreams on others, Mages choose their own reality.

[Magonis the Wise](Magonis-the-Wise)

638 words·3 min read

Magic is the practice of manipulating reality through mana. It exists across Omniluxia, and nearly all sentient races can learn at least some form of spellcasting. Frequent practitioners are called mages, magicians, or wizards.

Mana

Mana is the life-force of a creature and is required to cast spells. Records from many races mention the concept, but the term mana itself was coined by the Zanic mage Magonis the Wise.

Every sentient species has mana. Non-sentient creatures are not naturally born with it, though magical environments can alter this rule in unusual cases such as Fai. Some races are born with greater mana stores than others, and individuals may possess unusually high mana through chance, genetics, curses, or spells.

Mana stores can be expanded through training. A magician exhausts their reserves and accustoms the body to the stress of spellcasting, much like physical exercise. Occult groups are rumored to hide dangerous or demonic spells capable of expanding mana more rapidly.

When a mage casts, their stores deplete. If they continue casting after depletion, spontaneous combustion becomes a serious risk. Mana recovers through eating, as the body converts parts of food into magical energy. Scholars still debate whether this process is biological, magical, or both.

For racial mana comparisons, see Development Rankings.

Categories of Magic

Formal magical theory divides magic into four broad styles:

  • Omnic - divine and pure-energy magic. It includes basic mana manipulation, shields, beams, and godlike techniques known chiefly to Omniscients.
  • Amten - physical magic involving elements, stone, minerals, plants, and living matter.
  • Aldic - spiritual, mental, psionic, and soul magic.
  • Melodian - demonic magic associated with Melodias, sacrifice, pacts, curses, and destructive power.

For a fuller overview of styles and schools, see Magic Styles.

Folk and Formal Magic

In addition to the four styles, magic is often divided by how it is transmitted:

  • Folk Magic - inherited, local, racial, or village-based techniques. Examples range from Forest Elven woodland rites to Wraith resistance and religious blessings.
  • Formal magic - documented spells and techniques taught through schools, academies, guilds, and lineages.

Many rural mages combine both. A village caster may know local rites while also practicing one formal style learned from a mentor or school.

Magic Schools

Most formal mages dedicate themselves to one or two styles. Years of training are required to cast complex spells safely, and few practitioners have enough time, strength, or mana to master more than two. The basic three styles contain simpler techniques often used as practice before specialization.

Magical schools exist across the civilized world. Nearly every school teaches basic spellcasting, but many also preserve a signature style refined by generations of teachers. Outside the schools, guilds and societies of mages pursue knowledge, commerce, secrecy, or political control. The more ruthless guilds helped create the stereotype of mages as conniving and greedy.

Mage Rankings and Classes

Three broad rankings are widely accepted:

  • Mage - a trained practitioner.
  • Class - a specialist within a school of magic.
  • Archmage - a master capable of advanced or rare spellcasting.

There are roughly two classes for each school of magic, each specializing in particular spells or battlefield roles.

Spell Cadence

Current design notes preserve a rough cooldown structure:

  • Tier 1 spells - one year.
  • Special spells - two years.
  • Tier 2 spells - three years.
  • Tier 3 spells - four years.

See also: Magic Styles, Spell, Folk Magic, Magic Instructions, Items, Bloodlines, Artifacts and Holy Site Items, Development Rankings, and Magonis the Wise.