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'''Magic''' is the manipulation of [[mana]] to cast [[spells]].
|quote=No Archmage living in this world save for the Death of Magic remembers this! [Monks] clapping their hands, a [Bard]’s guitar, the swing of a [Blademaster]’s sword—it’s all magic.{{ref|9.18 E}}
|speaker=[[Wiskeria|Wiskeria Donamia]] explaining what true magic is to [[Erin Solstice]]
|source=}}


Magic is a fundamental principle, similar to mass or time, though it is not present in every universe. It allows individuals to perform actions beyond the limits of conventional science, regardless of systems of levels or personal authority.
== Background ==
“Once, everyone used to know magic", at least according to [[Ceria Springwalker|Ceria's]] grandfather. It was as simple as breathing even for children, and all [[Half-Elves|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.<ref>[https://wanderinginn.com/2017/01/04/1-34/ Chapter 1.34]</ref>
 
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.<ref>[https://wanderinginn.com/2022/11/02/9-23-ggggggggg/ Chapter 9.23 GGGGGGGGG]</ref>
 
Mundane [[monsters]] can easily ingest raw magic, and be drastically mutated by it. Changing the magic's nature, can prevent that.<ref name=":1" />


While mana and spells are the most common expression of “magic,” they do not encompass the entirety of the concept. The absence of mana does not necessarily mean the absence of magic itself.
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.<ref>{{VERef|10.01 L}}</ref>


== Background ==
== Potential ==
Magic follows a natural cycle in which it waxes and wanes. Periods of growth can arise from the rise of a powerful magical empire, a prodigy who pushes the art forward, an ancient being emerging from hiding to reintroduce forgotten knowledge, or simply out of necessity when the world faces a great threat. Conversely, periods of decline may result from a mage attempting to monopolise knowledge by eliminating rivals, a catastrophic event that devastates magical institutions or the world itself, the collapse of a once-great magical empire, or there simply being no driving force to maintain high levels of magical strength and knowledge.
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].<ref>[https://wanderinginn.com/2018/01/27/4-06-km/ Chapter 4.06 KM]</ref>
 
[[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. <ref>[https://wanderinginn.com/2017/01/04/1-34/ Chapter 1.34]</ref>
 
Another option is to pursue the path of [[Witches|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, such as with the magic crippling systems the [[Walled Cities]] put in place against the Gnolls. Areas of high Antimagic can cripple anyone with magical talent who has spent large amounts of time in said area, which the [[Blighted Kingdom]] utilises within the 5th Wall.<ref name=":0">[https://wanderinginn.com/2022/10/16/interlude-death-and-stitches/ Interlude - Death and Stitches]</ref>


While this cycle applies most clearly to “[[Mages|mage magic]]” due to its knowledge-based nature, it inevitably influences the other categories of magic as well. One of the most notable events in magical history is the [[Long Night]].
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.


It began when the [[Mage of Magic's End|Archmage of Magic’s End]] attempted to "absorb the Heart of Magic into himself". The attempt failed catastrophically, stripping magic from the world for 300 years. Magic was only restored when the Archmage of Sunlight, Ailet Sundrev, sacrificed herself to the Abyss—alongside her fellow mages—to reignite it.
== Magic Test ==
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.  


=== Categories of magic ===
Another method is to channel an intense desire for elemental magic, such as desiring light in darkness.<ref name=":1">{{VERef|10.04 V}}</ref>
Magic can be broken down into multiple categories based on the resources it consumes, the way it is cast, and the nature of its output. These categories give us insight into the behaviour, limitations, and abilities of the spellcasters who practise each type of magic. It must be noted that these categories are not mutually exclusive; they often overlap and influence one another. It is not uncommon to see individuals from one specialisation drawing inspiration from, or even outright dual-specialising in, another. A well-known example is Archmage Kishkeria, who mastered both shamanic and mage magic.


==== [[Mages|Mage magic]] ====
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.<ref>[https://wanderinginn.com/2017/01/04/1-34/ Chapter 1.34]</ref>
The most used category of magic. Its practitioners mainly use mana as a resource to cast spells.


==== [[Witches|Witch Magic]] ====
==Miracle==
Draws from emotions, places of power and things that matter or relate to perform magic like spellcasting, concocting magical brews, divination, noticing omens, summoning, performing séances, and interacting with ghosts and spirits.


==== [[Druids|Druid Magic]] ====
[[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.<ref>[https://wanderinginn.com/2017/01/04/1-34/ Chapter 1.34]</ref>
It has strong ties to the old great wills and though it has not been explored very much we know that it can summon strong wild magic and the breaking down of spells and enchantments.


==== [[Shamanic Magic]] ====
Miracles have since returned with the advent of [[Prophet|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 [[Antinium Crusade|Seventh Hive]].


==== [[Miracles]] ====
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.
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. 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 ==
== Trivia ==


* The old language of magic is Latin.<ref>{{VERef|Death and Stitches – Interlude}}</ref> It is also called Magister’s Chant.
* The old language of magic is Latin.<ref name=":0" /> It is also called Magister’s Chant.


==References==
==References==
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