

Magic
Magic is the practice of perceiving, shaping, and directing mana—the energy that flows through all living beings and binds the fabric of the world. Through it, a practitioner may influence matter, force, motion, and perception by guiding raw mana into the form they wish it to take.
Every person is born with an innate affinity and an elemental talent (primary) that define their natural pathways of spellwork, determining which forces answer readily to their will and which remain forever beyond their reach. Yet all magic, no matter how complex, rests upon the same principles: the ability to sense one’s own aura, extend it outward, and bring it into harmony or tension with the surrounding flow of mana.
Basic Terminology
Magic
Magic is the art of sensing, shaping, and directing mana through will and intent. It is not a force in itself, but the practice of using one. The term refers both to the act of influencing the world through mana and to the broader discipline surrounding its study and use.
Mana
Mana is the magical energy that flows through all sentient beings and permeates the world around them. It is the substance from which all magic is shaped and the force that allows spells to exist. While the term “magic” refers to the practice of casting spells, mana refers to the energy that makes such practice possible. If the art of running were compared to magic, then the strength of the legs would be mana.
Because mana is present within all sentient beings and may be directed at will, many describe it as though it were an invisible extra limb. A person learns to sense, move, and shape their mana much as they would learn to control a body part.
Aura
An aura is the personal mana field generated by every living being capable of magic, remaining present for as long as their mana lives. It surrounds the body as a manifestation of the individual’s mana, reflecting its strength, flow, and nature.
Example: He felt a nudge at his aura as his friend reached out through mana speech.
The term aura is also used to refer to the entirety of an individual’s mana. For this reason, the word is often used to describe a person’s overall magical capacity. A person said to have a “strong aura” is understood to possess large mana reserves.
Example: With an aura like that, she must be faekin.
In casual usage, the term aura can also refer to the grip/control a person exerts over an object through mana interaction, without specifying levitation, telekinesis, or other techniques.
Example: He startled and the book slipped from his aura, falling to the floor.
Affinity
Affinity describes whether a person’s magic naturally leans toward Light or Darkness. Unlike the elements, affinities exist on a spectrum rather than as two fixed opposites. Most individuals are born clearly aligned with one side, though some rare few fall near the middle, known as the Brink, where neither affinity is fully stable.
Example: Her affinity was Light. Meanwhile, his was Darkness.
Primary
The element one's mana most strongly responds to is called the primary. It is the element an individual naturally is the strongest in and will be able to master more demanding spells than with their other elements.
Example: With his earth primary, he was prone to tripping.
Inverse
The element opposing an individual's primary element is called the inverse. It is impossible for the individual to ever use it.
Example: Since earth was her inverse, she was stuck in the collapsed cave.
Secondary
The secondary elements—often called simply secondaries—are the two elements that are neither the primary nor the inverse. An individual can use them to a limited extent and may even master them through sufficient practice, though they will never equal the strength of the primary.
Example: "Let's practice our secondaries today!"
Rules
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Magic can only be cast when intention has been put into it. Unintentional spells usually derive from intrusive thoughts, vague but strong wishes, or being cast during a hallucinated/dreamt scenario.
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The opposing affinity, as well as the element opposing the primary element, are inaccessible for an individual to use.
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A caster's aura must be awake in order to correctly cast spells. Unconsciousness, delirium or dissociation hinder an intention to be expressed correctly and cause any spell cast under these circumstances to go awry or fail completely.
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A person's mana cannot persist in spell-form after death.
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Magic Titles
When entering a Magic Academy, the military, or most professions involving magic, an individual’s magical capabilities are assessed and formally recorded. Although these capabilities can be improved through study and practice, doing so usually requires significant time, training, and expense.
Everyone starts with the Novice title by default. Most individuals remain there throughout much or all of their lives, particularly if they pursue occupations where advanced magic is unnecessary.
A person’s kindred does not affect their title, as each individual is judged against others of their own kindred. However, kindred still influences the raw strength of their mana. A rootkin Arcanist and a faekin Arcanist may share the same amount of training and education, yet the faekin will usually possess far greater mana reserves and overall magical strength.
The magic title therefore measures knowledge and practical mastery of magic rather than the amount of mana itself.
The titles are as follows:
Novice → Student → Arcanist → Luminary → Celestant/ Venerant/ Mythar
Novice
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Has received no formal magic training whatsoever and is self-taught
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Usually low magic skill (simple things like mana interaction, element manipulation, etc.)
Student
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Is in the process of receiving formal magic training
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Magic Academy students
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Military training recruits
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Privately tutored students
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Usually advanced skill, depending on how long they’ve been learning
Arcanist
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Has graduated with a verified skill level
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From a Magic Academy
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From Military training
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Is allowed to take on missions rated for this title
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Is now officially licensed to pursue the occupation of a mage
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Can apply for jobs specifically suited for mages
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Luminary
(locked)
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Has furthered their studies after receiving the Arcanist title and has now graduated a second time with the title of Luminary
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Writing a dissertation/research on a subject of magical interest, and having it approved, is crucial
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More advanced technical magic skills than Arcanists
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Title usually pursued by academics
Celestant | Venerant | Mythar
(unavailable)
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The highest title a mage can receive
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Rewarded for exceptional magic skill in both strength, practice and education
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Usually recipients are of older, wiser age
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Title name varies depending on location
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Celestant | Koruna, Caelmere, Alvaren, Coastal Region
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Venerant | Eriwon, Middle Lands
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Mythar | North Lands, Middle Lands directly southern of North Lands
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Only a select few ever manage to receive this title and it’s the biggest honour when they do
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They’re respected all around
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Basics
Magic is divided into two affinities—Light and Dark—and four elemental disciplines: Fire, Water, Air, and Earth.
Everyone is born with one affinity and a natural talent for one elemental discipline called a primary. The element and affinity directly opposed to these are inaccessible. For example, someone attuned to Light and Fire cannot use Dark and Water magic.
The two remaining elements are known as secondaries—they can be used to a limited degree but never with the same strength or precision as the person’s primary element.
A person's primary and affinity are rarely random. Both are usually inherited, passed down through generations or shaped by deep ancestral influence.
Each element also carries certain tendencies in temperament and ability, often giving rise to cultural stereotypes—though not all hold true. An earth mage is not inherently steadfast, nor must an air mage possess a melodic voice. Such traits may be common, but they are far from absolute.

Affinities
Affinities describe the direction in which a person’s magic naturally gravitates—toward Light or Darkness. Most individuals inherit the same affinity as one or both parents (when they share it), though on rare occasions, a child’s affinity manifests as the complete opposite.
Unlike the elements, affinities are not entirely fixed. Light and Darkness exist on a spectrum rather than as strict, opposing forces. While a mage clearly aligned with Light cannot perform Dark magic, the distinction becomes less defined closer to the middle of the spectrum—an area known as the Brink. The rare few individuals affected by this alignment, wavering between both sides, are called Balancers, or are said to be on the Brink. This state is perilous, as it offers no stable connection to either affinity, making magic increasingly unstable and difficult to control.
This fluid nature of affinity has led to a common misconception: that Dark mages choose their alignment. While it is theoretically possible to shift from Darkness to Light, such a transformation is exceedingly rare and typically only occurs in those already near the Brink. Those deeply attuned to one side of the spectrum are anchored there by nature, with little ability—or choice—to change their affinity during their lifetime.

Light
Light Magic is the visible, stabilising aspect of mana—a force that nourishes, strengthens, and preserves. It enhances what already exists, guiding toward harmony and growth. While its physical applications include manipulating light, its essence lies in restoration, purification, and reinforcement.
At its highest level, Light Magic manifests as Blessings—enduring enchantments that infuse a target with stabilising or strengthening power. These are complex workings requiring immense control and intent, often bound to living beings, artifacts, or places.
Though generally constructive, Light Magic is not inherently benevolent. When misused, it can force unnatural growth, preserve what should decay, or overwhelm through excess vitality. Stability, when taken too far, becomes its own form of distortion.


Darkness
Dark Magic is the invisible, destabilising aspect of mana—a force of change, dissolution, and transformation. It alters what exists by breaking down the stable, reshaping form and essence alike. While its physical manifestations include manipulating shadow, its true domain lies in the unseen, the psyche and the mutable nature of being.
At its highest level, Dark Magic manifests as Curses—enduring enchantments that alter, corrupt, or bind through instability. These workings require precision and willpower, as their power lies in controlled transformation. A single misstep can cause them to unravel disastrously.
Dark Magic is not inherently malevolent. When guided with discipline, it can soothe unrest, rewrite the body, or strip away what harms. Yet its very strength—the power to change—makes it perilous. Left unchecked, it consumes balance, erodes form, and leaves only chaos in its wake.

Elements
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Fire
Fire magic focuses on generating, controlling, and shaping heat, flame, and combustion through the caster’s mana. It is the most energy-intensive element, relying on steady concentration and a continuous mana flow.
A fire mage channels magic primarily through emotion—passion, determination, and willpower all strengthen their output. Because of this, emotional instability or loss of focus can cause fire spells to flare out of control.
Typical applications include:
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Heat control: regulating temperature for forging, cooking, or environmental survival.
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Illumination: creating and maintaining magical fire for light sources.
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Combustion and projection: casting fireballs, flame bursts, or jets of heat.
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Purification: burning out impurities or cleansing corruption (Light affinity).
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Destruction: searing or withering targets (Dark affnity).
Fire is a powerful and volatile element that is always in motion and therefore demands constant awareness. Those who master it are known for raw mana strength, endurance, precision, and control under pressure.
Fire mages are often associated with strong emotional outbursts, ambition, and a strong will. They tend to act decisively, pursue goals with intensity, and respond quickly to challenges. While this can make them bold and courageous, it also gives rise to stereotypes of impulsiveness or impatience. These traits are tendencies rather than rules—many fire mages are careful and strategic despite the element’s energetic nature.
Due to being most comfortable around fire as an element, as well as the intrinsic emotional ties they have to the element, fire-elementals also have a higher chance of developing pyromania than anyone else.


Water
Water magic focuses on generating, shaping, and manipulating liquids, ice, and moisture through the caster’s mana. The element responds to the mage’s concentration and intent, allowing them to control flow, temperature, and state with precision. Sustaining large volumes or extreme conditions requires careful focus and continuous mana input, as the element naturally resists abrupt or unnatural changes.
A water mage channels magic through patience, reading the currents and rhythm of their target. A strong mental focus ensures stable control, while distraction or misjudgment can cause the element to behave unpredictably or lose cohesion.
Typical applications include:
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Shaping and directing liquids: controlling streams, flows, or small bodies of water.
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Ice manipulation: forming shields, walls, projectiles, or freezing surfaces.
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Environmental adjustments: redirecting currents, forming temporary ice bridges, or altering water levels for short-term effects.
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Temperature control: heating or cooling water or ice temporarily.
Water magic is channelled through visualisation and careful guidance—most mages imagine the substance moving as they wish, directing it with gestures or mental focus.
Water represents adaptability and fluidity. Mastery demands patience, composure, and endurance, favouring those who guide the element’s flow rather than compel it.
Water mages are often associated with calmness, flexibility, and strategic thinking. They tend to be observant, methodical, and able to adapt to shifting circumstances. While they may appear gentle or reserved, their focus allows them to act decisively when required.


Air
Air magic focuses on generating, shaping and directing wind, pressure, and movement through the caster's mana. It governs the unseen forces of the atmosphere—currents, turbulence, and the shifting balance of pressure that allows air to flow and strike with force. As an untangible element, much like fire, air rarely remains still and constantly seeks motion, thus demanding the caster's continuous attention. When left unattended, air has the habit of dispersing or even getting out of control in the form of sudden wind gusts, depending on how much mana has been put into its motion.
Typical applications include:
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Pressure control: compressing or dispersing air to create barriers, shockwaves, or cutting streams of concentrated airflow.
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Mobility: lightening the body, slowing falls, gliding, or enhancing leaps through controlled air currents.
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Sound: carrying voices across distance, dampening noise, or amplifying vibrations in the air.
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Wind manipulation: generating gusts, directing currents, or creating bursts of force to push, deflect, or reposition objects and targets.
Air magic is channelled through calm focus and exact timing. Most air mages are always acutely aware of the air currents around them and know exactly when to tap into them, disrupt them, or when to let go.
Air is the most versatile element, though its dangers are often understimated by novices. Distractions, impatience or hesitation easily results in a spell going awry, making patience and precision core traits of a good air mage.
Air mages are often associated with precision, quick thinking, and heightened awareness of their surroundings. They tend to be attentive and perceptive, noticing subtle changes that others might overlook. Because air magic relies heavily on control and concentration, air mages sometimes develop perfectionistic tendencies or become easily frustrated when conditions disrupt their focus.
A clear and pleasant voice is a common stereotype—leading to the belief that many air mages make good singers—though this trait is far from universal.


Earth
Earth magic focuses on shaping, moving and reinforcing solid matter through the caster's mana. Its jurisdiction lies in stone, soil, sand, metal, as well as as any plant rooted in the land. Compared to other elements, earth is resistant to sudden change, which causes it to demand a steady mana supply and effort to overcome its natural inertia.
Its most reactive component is the manipulation and growth of plant life. Mages can encourage plants to sprout, or entwine by guiding the nutrients and vitality within the ground. Conjuration of plants (most often roots or vines) is also possible, though they only last as long as the active mana input.
Typical applications include:
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Earth
Earth magic focuses on shaping, moving, and reinforcing solid matter through the caster’s mana. It governs stone, soil, sand, and metal-bearing ground, allowing the mage to shift terrain, raise barriers, or alter the structure of the land itself. Compared to other elements, earth is resistant to sudden change; moving or reshaping large masses demands steady mana and sustained effort to overcome the element’s natural inertia.
Beyond stone and soil, earth magic also governs growth rooted in the land. Mages can encourage plants to sprout, strengthen, or entwine by guiding the nutrients and vitality within the ground. While this can accelerate natural growth, it cannot create life from nothing—plants must already exist or be able to grow in the surrounding soil.
An earth mage channels magic through stability and resolve, grounding their focus as they guide the weight and structure of the material they command. Careful control allows them to shape stone with precision or direct plant growth with deliberate intent. Impatience or excessive force, however, can cause fractures, uncontrolled overgrowth, or destabilised terrain.
Earth
Earth manipulation governs the movement and shaping of solid ground, stone, and living plant life. The element embodies stability, growth, and resilience. A skilled earth mage can raise barriers, anchor themselves for balance, or reshape terrain for defence and construction.
Plantlife responds to the same command: roots may be guided to entangle, branches compelled to move, or vines urged to grow and form living structures. The caster does not create new growth but rather coaxes and redirects what already exists. Precision determines whether such motion is harmonious and controlled—or violently upheaving.
Earth
Conjured earth encompasses both inorganic matter and organic growth. The caster may form soil, stone, or living vegetation directly from their magic, bypassing the need for natural ground or seed. Such creations are sustained constructs—plants grown from magic rather than life, and minerals condensed from energy rather than pressure.
Magically grown flora can bloom or wither at will, taking on impossible forms, rapid growth rates, or colours not found in nature. However, these plants lack true lifeforce; they cannot reproduce or persist once the caster’s magic is withdrawn. Similarly, conjured soil and stone lose structure over time, reverting to inert dust as the spell dissipates.
Your Character
Your character will be able to start off with one of three titles:
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Novice | 1-2 spells
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Student | 2-5 spells
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Arcanist | 5-10 spells
The Luminary title is locked and the Celestant/Venerant/Mythar title is unavailable due to its extreme rarity! Your character's magic title is determined by their magical education, which means the magic system is story-based, not level-based.
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If your character never received formal magic training, then they will be a Novice.
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If they are still in training, then they're a Student.
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If they have finished their training, they'll be an Arcanist.
Depending on your title, you will be able to start out a certain number of spells that apply to that magic skill. The spellbook has a skill level categorisation, so while characters with a higher magic title are freely able to choose lower magic skill spells, those with a lower title won't be able to choose higher-ranked spells. Further spell slots can be attained through levelling.
The title of Luminary can be attained when your character attends a magic academy in-story and works on a luminary thesis.
Please keep in mind that magic has limits. No mage, regardless of kindred or magical title, can cast spells on the scale of city-engulfing infernos, tsunamis, earthquakes, or tornadoes. The amount of mana and control required simply exceeds what any individual can possess.