Magic

From The Wandering Inn Wiki

Magic is the manipulation of mana to cast spells.

Background[edit | edit source]

“Once, everyone used to know magic", at least according to Ceria's grandfather. It was as simple as breathing even for children, and all half-elves learned Tier 2 magic before they’d reached their teenage years. But in Human cities and other nations, students study under older mages or travel to schools like Wistram Academy.

Magic surrounds everything, but an individual’s capacity for magic varies. And the same goes for the surroundings. Thus, in a highly magically charged environment spells are naturally easy to cast. In a null zone, a [Mage] must rely solely on their own internal magical energy to cast spells.[1]

Magically created material are devoid of microorganisms or impurities, but are also unstable as they cannot be maintained with the magic that made it, which slowly leaves the spell. Thus it will dissolve on a microscopic level and easily breaks apart.[2]

Mundane monsters can easily ingest raw magic, and be drastically mutated by it. Changing the magic's nature, can prevent that.[3]

There is currently no base unit to accuratly quantify magic, or equation to calculate how it flows, though [Mages] of old may have known parts of such an equation.[4]

Potential[edit | edit source]

The potential of becoming a [Mage] differentiates itself from species to species. Half-Elves, for instance, have a greater affinity towards spellcasting than Humans.

Gazers, too, are a race naturally inclined towards magic, as they are highly magical beings like the half-Elves and to an extent, the Lizardfolk. However their magic is more chaotic than that of typical [Mages].[5]

Drakes have an average potential for magic, though many consider magic undrakelike. Oldblood Drakes, however, are much more inclined to pursue magic.

Minotaurs are one of the species that have the smallest affinities towards magic, making it even an achievement for them to cast only 2nd Tier spells.

That is not to say that those races have to abandon the magecraft because they think it a waste of time or it won't add anything to their military prowess. One way to go around that problem is shamanism. A [Shaman], chosen by the tribe, will draw Mana not only from the environment but also from the mana supply of their tribe's member, making them in a large tribe especially fearsome. The downside of that method is that the [Shamans] create the spells out of a collective will and lack structure and form. [6]

Another option is to pursue the path of Witchcraft. While similar to shamanism in that it revolves around the use of emotions and collective will into forming a [Witches] ‘Craft’. Witches can also gain power through sacrifices, contracts, items, and ideas. The downside here though is that [Witches] have trouble fighting things in their natural state. A natural wildfire is far harder to deal with for a Level 40 [Witch] then a Level 40 [Mage].

It is also important to note that a person’s magical abilities can change over time. Mostly through exposure to highly magical environments like Fissival, or through the System itself. Drinking large quantities of mana potions or consumption of other various magical materials can also increase a person’s magical abilities, like with Chesacre. Likewise while magical aptitude can be increased, it can also be taken away. Like with the magic crippling systems the Walled Cities put in place against the Gnolls. And area’s of high Antimagic can cripple anyone with magical talent who has spent large amounts of time in said area, like with the Blighted Kingdom's 5th Wall.[7]

Another element to consider is that while many people could practice Magic, the skill barrier, resources, and overall interest in the subject can often lead many to stop pursuing the path.

Magic Test[edit | edit source]

There are several ways of testing the affinity of a person towards magic. The traditional Human method is by saturating the area around the tester with raw Mana and allow them to demonstrate their magical ability—or lack thereof. If they possess the potential, they would be able to cast spells by just imagining, be it fire, water, or a shiny pot.

Another method is to channel an intense desire for elemental magic, such as desiring light in darkness.[3]

The Half-Elves draw a silver glowing symbol with their wand in the air. The testee is supposed to look at it and show if they can understand it. To non-mages it looks like a bunch of squiggles and straight lines put together randomly.[8]

Miracle[edit | edit source]

Miracles are thought by some to be an older, extinct form of magic. Instead of mana, miracles relied in the faith and belief in gods. As the gods have long since ceased to exist, at least in the eyes of the public, so have miracles likewise ended.[9]

Miracles have since returned with the advent of The Prophet & Pawn and his [Priest] class, and have made a widespread resurgence since then among the Free Antinium, appearing as abilities used by the [Priests], [Templars], and [Crusaders] among them and the Seventh Hive.

The full capabilities of Miracles are currently unknown, but continued and practiced worship in entities is the gateway towards obtaining them. Gods are not a needed factor, as the Antinium’s Heaven proves, providing the strength of Miracle without being a god.

Trivia[edit | edit source]

  • The language of magic is Latin.[7]

References[edit | edit source]