Listed as “Alvelotyl best magic system ”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 0
- Favorites
- 0
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 46,122
Last checked on Chub: Created Updated Archived since
No description.
Alvelotyl_Magic_System_56_Exact_Categories_SillyTavern
56 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Alvelotyl - Magic
Keys: Magic, Alvelotyl - Magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Magic In Alvelotyl, the act of 'magic' is the transformation of 'Aera', or magic energy, into another form. Aera, when charged, is given a purpose, or 'identity', by the Caster. Based on the purpose it is given, it can perform an endless amount of things. Magic in this world is fueled by a Caster's 'identity', which is a broad idea that can encompass things like symbolic representations of their personality, family, culture, beliefs, desires or any number of factors that make up who that person is.
The use of magic is broken up into the Six Schools of Magic, a classification system that helps to categorise what 'type' of magic any given Spell or Skill falls under. Any ability imaginable can be identified and categorised into one or more of these six styles, with each having their own branches and styles.
Elementalism, the power to create and manipulate physical matter.
Shapeshifting, the power to create and manipulate biological matter.
Enchanting, the power to manipulate words, language and meaning.
Perceptionism, the power to manipulate the mind and senses.
Necromancy, the power to create and manipulate Souls.
Manipulation, the power to create and manipulate forces.
While not strictly types of 'magic', Luster Arts are a type of ability that allow the Caster to use Aera in its raw form, while Skills are a type of ability that have been woven into the Caster's mind, body and Soul, and are often acquired through training, modification, and Leveling.
While it is said any type of magic is possible, it isn't without its limitations. Magic has a type of 'weight', the dead cannot be revived without a cost, overuse of magic will cause Soulburn, time travel in the most literal sense is impossible, and one's use of magic must be formed from their identity.
There are several different ways to obtain magic. To give the very brief rundown, these methods are;
Exploration, also known as the Building Block method, is the term given to the gradual development of magic.
Acquisition is the term given to magic granted from outside sources.
Awakening, also known as Magimorphosis, is the final method, and is brought about by a moment of extreme change.
The understanding of magic has grown over the centuries, from beliefs that one's culture or religious affiliation dictated one's magic to the idea that one's given and chosen name, or Epithet, as well as what one wears can influence one's magical growth. This has led to the development of taken names reflecting one's magic while wearing flashy costumes/armor and carrying potentially unorthodox weapons to focus one's identity in a way that directs their magical growth.
Additionally, the technological level of Alvelotyl isn't far from that of the modern world instead of a traditional medieval setting. However, since magic is based on one's identity, and people can be drastically different from one another, standardisation of technology can be difficult, leading to varying levels of tech and available artifacts, or magic items, throughout various lands and times.
'Charged Aera', or Aera with a defined identity, can sometimes cause changes to the environment or the flora and fauna of a given region when it comes together. This can lead to Aera Pollution, or an environment being drastically warped in some way by ambient magic. This can sometimes have some pretty drastic consequences.
The origin of magic itself is not fully understood. While many are fully willing to credit the Primordial Gods with the creation of magic, some schools of thought decry this. Scholars that argue against this viewpoint look to the core tenet of magic, that it's an expression of one's identity. No single person can possess all types of magic. The Gods appeared to be no different, as they each had 'domains' they were worshipped within, which has led to some beliefs that magic predates the Gods.
Magic in Three Sentences
Magic in Alvelotyl is rooted in the identity of the individual casting it, and those who tailor their magic to fit their identities often become stronger as a result.
Conditions are one of many ways to attune one's magic to their identity, as they allow for a Caster to restrict their magic to change how a given Spell functions or looks, with magic that has greater restrictions that also aligns itself with the Caster's identity being considerably stronger.
Magic falls into one of six categories, Elementalism, Shapeshifting, Perceptionism, Enchanting, Necromancy, Manipulation, but can mix categories in an endless number of ways depending on the Caster.
Tl;dr - Magic uses 'Aera' to cast Spells, and is charged by a person's identity. This can make magic wildly inconsistent from person to person and place to place.
- #2Alvelotyl - Aera
Keys: Aera, Alvelotyl - Aera
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Aera Aera, which has been given many names in many cultures, such as Essence, Flow, Aether, Light, Breath and others, are the terms given to an omnipresent, primordial force that has existed for as long as anyone can remember. It exists in and around all things, and can be used in a variety of different ways by living creatures.
Aera can exist in a passive or active state, referred to as 'Ambient' and 'Charged' respectively.
Ambient Aera exists in the atmosphere, and can be absorbed by a creature's Soul naturally over time before being 'breathed' back out, akin to lungs taking in oxygen. This is not necessary for a Soul's survival, but aids with generating more Aera. Ambient Aera can have different properties depending on a location, and areas affected by Aera Pollution are those that have been warped by latent magic in the air. Sometimes, this goes very, very badly.
Charged Aera comes from living creatures, and the Aera formed this way carries the creature's 'identity' along with it. Many [Scholars] and [Arcanists] have tried and failed to pin down exactly what this means or why Aera acts this way. The Aera that comes from creatures will always be distinct from one another. Aera appears to those using [Insight] as a mist of tinted light. Depending on the individual, this mist can have different colours, shapes, textures and 'impressions', which are effectively instinctual responses that relate to the individual themselves, telling the viewer a little bit about who they are, how they're feeling and roughly what they value in their identity.
Aera is a vessel for intent and identity, whether that's the identity of the environment or the individual. As a result, those who incorporate their 'identity' into their magic will find greater success, while those who push for magic that doesn't fit their identity will find it far more difficult and awkward. This leads to Casters creating strange abilities to compliment their identity in different ways. The breadth of these strange abilities and the power magic can grant people has led to varying views on Casters throughout the centuries.
There are different paths to learning magic, which can be as broad as the individuals learning it. Magic can also be employed in a plethora of different ways, like Enchanting and Alchemy, or intentionally restricting one's magic in certain ways to gain power in other areas.
- **Controlling Aera:
While abilities like magic requires training, and has its own set of rules, these things mean nothing without the ability to control Aera. Every creature with a Soul possesses the natural ability to manipulate and control Aera, or magic energy, although performing this instinctively takes practice.
In order to manipulate Aera, the Caster first needs to be capable of 'sensing' it.
This can be done in a number of ways, but typically involves a form of mental visualisation. The Caster-in-training will be told to close their eyes and visualise a sphere in the center of their chest, representing the Core of the Soul. From there, they are told to imagine a flow of light spreading from that Core throughout the body.
This mental image training is the most common beginners method, and must be performed daily until the Caster experiences the physical sensation of their Aera in motion, which many have described differently, making it difficult to quantify.
Other methods of learning to sense and control Aera also exist.
Some have stated that performing image training while using Skills also helps, since Skills are a mutation formed from Aera, and so provide a link to Aera and the Soul. While this has proven to be beneficial in a number of cases, whether or not this is merely a placebo effect is up for debate.
For a more direct method, some Casters will use abilities like the Luster Art of [Mantle] before making physical contact with another person, allowing them to 'feel' their flow of Aera in order to better understand their own. Those skilled enough to use the [Ripple] Luster Technique can stimulate the Aura of those they make contact with, making the perception of that flow even easier.
Others will choose to use magic, either by casting it near others, allowing them to observe its effects, or by using it directly on them. This can range from using Sensory abilities or Healing Magic on the target to help them 'feel' magic at work, or by giving them a focus such as a Light Wand or beginners Tome to act as a catalyst for their magic.
Since Magic and Classes both rely on danger as a method of growth, some particularly aggressive or impatient mentors will attack their students after using [Ripple] or contact with a Spell or [Mantle], giving them a feel for the flow of their Aera before striking them. This is to trigger an instinctive response from the target, who will repeatedly try to thicken their Aera into a [Mantle] to protect themselves against the force of the blow.
Once the individual is capable of recognising the 'flow' of their Aera, they will become capable of moving and shaping it through a combination of 'flexing' their Soul, much like a muscle, and mental imagery to achieve a desired result, such as thickening their Aera in certain parts of their body, or transforming it through their 'Identity' to create a magic effect.
This is often accompanied by speaking the name of a given ability to help visualise and express it, and is sometimes accompanied by physical gestures, bodily movements or other actions specific to the Caster.
- #3Alvelotyl - The soul
Keys: soul, Alvelotyl - The soul, The, The soul
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - The soul The Soul is an intricate, observable part of any living creature with a mind in my setting, and has a lot of important moving parts that relate to many of the setting's supernatural phenomena, like Classes, Levels, Skills, Luster Arts and Magic.
The 'SOUL', also known as a 'Spark of Unique Life', is the culmination of a living being, and the source of their 'identity'. The Soul consists of several working parts, or 'aspects', that maintain an equal balance with one another for stability.
The center of a Soul is known as the 'Core'. The Core, also known as the 'Heart of Magic' or the 'Soul Origin', is where Aera is generated within the Soul. When viewed through the use of abilities such as the Luster Art [Insight], the Soul can take a variety of forms.
The Core often takes the form of a sphere, cube or wheel-like shape that consists of three primary sections. These sections meld and mesh with one another, and represent the 'Body, Mind and Soul', with each containing multiple 'aspects' of the Soul.
In this way, the Soul can be considered as an intricate non-physical organ that is necessary for a living creature to exist. These three sections, known collectively as the Core Trinity or Trinity Principle, can be improved to increase the health and Aera generation of the Soul.
The Core 'stores' the individual's 'identity', which is a broad concept that contains many subdivisions. These subdivisions are expanded upon in later sections. The Core also stores and keeps track of the individual's Classes and abilities, such as Spells and Skills, and is the focal point of Aera generation and use.
Through the Core, all of the individual's subconscious and conscious memories, thoughts and actions are recorded and used to form their 'identity', a broad concept that the Soul itself reflects. This data can be extracted and recorded through the use of specialised magic, but is often very hard to decipher due to it's inherently multi-layered and complicated nature.
Retrieving specific data, such as muscle memory or conscious memories, are easier to learn through the muscles and brain respectively, rather than from the Soul directly.
- #4Alvelotyl - Aura
Keys: Aura, Alvelotyl - Aura
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Aura The 'Aura' is a layer of Aera (Magic Energy) that formed around and through a living creature to act as a shield for their Soul. It carries the same colour, design, and texture of the creature's Aera, causing them to light up when the Aura is viewed directly, either through abilities or the creature enhancing it with abilities like [Mantle].
The Aura has a number of purposes for the creature it surrounds.
It passively enhances their durability and pushes Aera around the body, similar to a circulatory system.
Secondly, it allows a Caster to use magic through their Aera, often through a limb. If, for example, a Caster lost their arm, yet the Aura still created a 'phantom limb' around that space, the individual could still cast magic from the empty space that would consist of that 'arm'. Instances like these rarely last long, however.
Finally, the Aura prevents 'charged' Aera from easily entering the body. The Aura of a living creature is dense, and carries a 'weight' that makes it harder for Charged Aera to enter. This acts as a sort of immune system against magic based afflictions, Curses, and other Casters attempting to use abilities from inside the creature's body.
While acting as a convenient shield, it can be bypassed by Casters with strength far beyond that of the creature, or in moments where the creature's Aura is weakened, often requiring direct contact. This can also hamper Healing Magic from outside sources if the creature is on high alert, meaning the creature will need to let their Aura down for foreign Aera to enter them.
The Aura can be weakened by fatigue, unconsciousness, or some outside substances such as Boost.
- #5Alvelotyl - The six schools of magic
Keys: six, of, The, schools, The six schools of magic, Alvelotyl - The six schools of magic, magic
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - The six schools of magic Despite the chaotic, unique and unpredictable nature of magic, efforts have been made to categorise, label and understand magic. Many societies have different ways of labeling magic, yet the ARC System is seen as the most reliable and is by far the most widely known and most commonly used. This system puts all magic into six 'schools'. Each school can be broken down further into 'branches', and further still into 'styles', making the process very thorough in defining any given ability.
Any ability imaginable can be identified and categorised into one or more of these six styles, with each having their own branches and styles.
Elementalism, the power to create and manipulate physical matter.
Shapeshifting, the power to create and manipulate biological matter.
Enchanting, the power to manipulate words, language and meaning.
Perceptionism, the power to manipulate the mind and senses.
Necromancy, the power to create and manipulate Souls.
Manipulation, the power to create and manipulate forces.
Although not traditionally considered a "school" and moreso a 'law', there is a seventh school of 'magic'. These abilities, referred to as Luster or Luster Arts, are not considered 'magic' by the technical definition.
Magic is defined as the transformation of Aera, or magic energy, into a different form. These Arts draw from the Soul directly and do not transform Aera at all, and are instead manipulated directly. These Arts can be used by themselves or used to enhance magic of the other styles.
They are frequently the first abilities taught to beginner Casters. They are exceptionally useful for Casters of all specialisations and skill level.
Magic is considered something separate to other forms of supernatural abilities, like Skills and Luster Arts.
Magic itself was a very poorly defined force for much of recorded history. In ages long past, magic was a force given only to those devout to one or more of the Primordial Gods, through blessings or magical artefacts. During these times, magic was categorised not by their effects, but by the God that granted them. While Luster Arts were also around during this time, they were considered completely separate to magic, a belief that would continue into later eras.
After the Flesh Calamity, magic became available to all creatures, rather than a select few chosen by the divine. Naturally, this led to experiments and tests to further understand the nature of magic as a force.
The group which had by far the most success with understanding magic became known as the Arcane Research Team, or ART, an organisation of gifted [Scientists] and [Arcanists] dedicated to the understanding of magic.
Although the started small, the group made strides in the understanding of magic over the centuries, gaining more and more traction as it became the Arcane Research Council, or ARC, a multi-national research group dedicated to unearthing all the secrets of the arcane.
- #6Alvelotyl - Skills and luster arts
Keys: luster, Alvelotyl - Skills and luster arts, and, Skills, arts, Skills and luster arts
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Skills and luster arts In Alvelotyl, supernatural techniques broadly known as 'Abilities', are broken up into four categories.
Magic - The transformation of Aera, or magic energy, into another form. Alvelotyl's Six Schools of Magic fall into this category.
Luster Arts - The use of Aera to perform techniques without transforming it, meaning that although these abilities are supernatural in nature, they aren't strictly considered to be 'Magic'.
Skills - Supernatural techniques that have bonded to the Caster's body and mind, allowing them to exceed the normal limits of their forms.
Soulbrand - The culmination of a Caster's ability, and the evolution/mutation of one's Soul to allow for far greater heights in power. This is seen as a combination of the three previously stated abilities.
Skills are a type of ability that enhance the Caster in some way. They are different from Spells in that they do not expend Aera to cast. Skills represent the Soul’s ability to push someone beyond their limits without expending Aera, enhancing regular actions or ideas to a supernatural level.
Skills also include abilities granted by the natural changes that occur in the Caster’s body such as those formed from Arcane Dimorphism or granted abilities. They are a magical process that has been bonded with the Caster's natural body, like an arcane muscle of sorts that has altered the body's properties to perform the Skill as a natural process.
Skills can be acquired through training, and can be instinctively used by the Caster without thinking, similar to muscle memory. These abilities are drilled into the body and Soul of the Caster, meaning they can even be used if the mind of the Caster has been altered or wiped entirely.
Although Skills do not require Aera like Spells do, using multiple at a time can put great strain on the user's body and soul in a manner akin to strenuous exercise. The abilities of Skills can be replicated through magic, but with a higher cost or additional Conditions.
Skills are considered by some to be a small scale, tame version of an Arcane Mutation, since it involves the alteration of a creature's body without their direct consent. Skills can be categorised in various ways.
Racial Skills are abilities that are natural to the specific race of the Caster.
Cultural Skills are abilities that take into account the community the Caster grew up in. More specifically, how their identity was influenced by their local culture and beliefs. These Skills are often subcons or appear as intricacies in one’s abilities and affinity based on what the community that raised them were like.
Class Skills are those obtained through the Caster’s Class and magic altering their body, a sign of their growth in terms of natural ability, granting them additional abilities that can be used instinctually and without Aera cost.
Unique Skills are the final subcategory of Skill, and have set conditions required for their use, typically involving a specific grouping of Spells, existing Skills, magic specialisations or an unusual magical event that warps the Caster's form, like an Arcane Mutation, a Soulburn, a Soulbrand or an Awakening, though in rare cases they require a specific race or Class to use.
Luster Arts are a type of ability that involves using raw Aera. That is to say, it is not transformed into another form like light or fire to cast. They are considered a universal form of ability, as they can be used by anyone regardless of their magical affinities.
Luster Arts can be used in conjunction with the other types of abilities to give them additional effects. As such, they have similarities to both Spells and Skills, but have unique properties, earning them their own category.
The base Luster Arts cover the three domains of the self, those being Body, Mind and Soul.
These abilities are considered core for any experienced Caster, and are the 'bread and butter' of Caster combat, as their versatility and potential allows them to be used in a variety of ways. Alongside the three base Luster Arts, there have also been many refined variants of them, as well as techniques that combine two or even three of the arts.
[Mantle], also known as [Aera Armor], is the Luster ability that governs Body. This ability causes the Caster's aura, or the Aera that flows around the body, to take on thicken and intensify, increasing the Caster's durability.
This ability is triggered by causing the flow of Aera in the body to cover everywhere equally and build up, strengthening the exterior and interior of the body. This creates an aura of light around the Caster with the same colour and design of that person's Aera, which is unique to the individual.
When the ability gets more developed and more deeply intertwines itself with the Caster's body, their blood will shine with the colour of their Aera while in use, making the Caster's veins glow with the colour of their magic. It allows the caster to increase the power of the user's aura, making the Caster stronger and considerably more durable.
[Insight], also known as [Aera Vision], is the Luster ability that governs Mind. It allows the user to become more sensitive to magical energy in the air around them. With this, they can detect sources of magic or absorb energy from the air to use in their own Spells through various senses, depending on which the Caster is actively using Insight with.
Casters adept with using it through eyesight will detect Aera as glows and flashes of varying light and texture, which also allows them perceive 'impressions', like emotions and ideas the Aera and its Caster represents. These impressions can change based on people's moods if their magic is heavily based in their personality or emotions.
Ambient Aera in a region that has charge or 'identity' will cause those viewing it to see a coloured tinge or strange texture or distortion in the air. Those more adept at using it through other senses like hearing or scent will perceive sounds and smells that don't exist.
[Release], also known as [Aera Force] or [Aera Flash], is the Luster ability that governs Soul. It allows the user to instantly release concentrated Aera in a burst of force. This force of magical energy is often shot forward alongside a physical motion, such as a punch, kick or weapon swing.
This ability can be taxing, yet has high destructive capabilities. The user can create waves of energy, fire it through physical contact or even increase the power or abilities of a Spell with it. Using this, the Caster could cause considerable damage to the target's body or even Soul, weakening or unbalancing their aura to weaken their defenses.
This ability appears like a tinted flash of colour resembling the Caster's Aera in colour and texture. This can appear briefly in the form of shockwaves, or appear to 'coat' an area when used to expel something other than a shockwave. These abilities appear as solid panels of energy that have an identical colour to the caster's soul.
With [Release], the user can also create bursts of energy that allow the caster to launch themselves into the air or loosening their muscles to create a strong recoil effect, knocking them the opposite direction from the attack, giving them another layer of mobility.
A Caster skilled in the usage of [Release] can cause a sort of gentle ripple along the Target's body, shaking their Aera while making the Target very much aware of the feeling of their own Aura, which gives them a feeling to hold onto when attempting to focus on their own magic to manipulate it.
- #7Alvelotyl - beginner abilities
Keys: beginner abilities, Alvelotyl - beginner abilities, abilities, beginner
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - beginner abilities When it comes to magic in Alvelotyl, everyone is capable of using it. The problem is, what a person can do is based on their 'identity', a vague, nebulous idea that can differ from person to person. Because of this, people will first attempt to learn 'the basics', which tend to include Luster Arts and abilities within the 1st and 2nd Tier.
First off, Luster Arts. These abilities aren't strictly 'magic' by the in-universe definition. As such, they don't require an individual to 'transform' their Aera, or magic energy, and can be used raw. Because of this, everyone is capable of using Luster Arts, regardless of their identity.
Luster Arts have many advanced techniques, but boil down to three basic abilities;
[Mantle] - Using one's Aera to strengthen their body, usually a defensive technique.
[Insight] - Enhances a person's sense(s) to allow them to detect raw Aera or otherwise 'invisible' magic.
[Release] - The use of Aera to create a small shockwave, either to enhance a throw or to project a blade swing or punch.
The Arcane Tier System, or ATS, is an in-universe system to measure the 'strength' of a given Spell or Skill. With abilities as diverse as they are in Alvelotyl, an ability's 'strength' is pretty hard to quantify, with factors like complexity, power, flexibility, and other things all being taken into account, with different regions 'favouring' different factors based on their own needs.
Most nations however tend to agree on the ranking of 1st and 2nd Tier abilities, which are oftentimes utility focused, with 3rd Tier and above broadly being considered more specialised (Harder to perform) and generally combat ready.
Some 1st and 2nd Tier abilities include;
[Ignite] - Creating a small flame between one's fingers or in their palm. Can be used to start campfires or generate weak heat, but doesn't last long.
[Light] - Creates a small ball of light, the colour and texture of which depends on the properties of the user's Aera. [Flash] is a variant of this that acts as a single burst of light.
[Water Sphere] - Creates a small floating ball of water. Useful to wet something, but can't be drank due to one of magic's rules.
[Brace] - Lets a person enhance their defensive ability for a brief moment, akin to tensing up.
[Delicate Movement] - Lets a person enhance their dexterity temporarily for purposes like art or performance.
[Light Step] - Makes a person quieter as they walk. Used by amateur [Thieves] and an ability that children often attempt to learn to sneak around their houses.
[Far Voice] - Allows a person to project their words farther.
[Arcane Tongue] - Allows for a very basic form of 'translation' to interpret the general meaning of a person's words. Only works on a very basic level, and is prone to miscommunication.
[Mental Ping] - Can create a 'ping' in the head of a person close by. Can be used to get their attention, or used multiple times in quick succession as a form of code.
[Faint Presence] - Makes a person harder to actively perceive, and makes others more likely to overlook them.
[Clear Focus] - Allows a Caster to temporarily sharpen their mind and senses.
[Friendly Face] - Makes a person appear more trustworthy and likable. Used in business and to appease crowds.
[Glamour] - Basic bodily illusion Spell to alter one's appearance. often used by monsters and 'monstrous' creatures to blend in or hide their worst features.
[Cold Touch]/[Hot Touch] - Alters a person's temperature in their hands. Can be used to chill/warm up a drink or piece of food.
- #8Alvelotyl - themes of magic
Keys: Alvelotyl - themes of magic, of, themes, themes of magic, magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - themes of magic In Alvelotyl, magic, and other supernatural effects like Classes and Skills, form around one core idea. The concept of 'identity'.
All magic in Alvelotyl is performed through the Soul, which in itself is a culmination of a person's identity.
This identity forms the basis of what abilities a person has the ability to learn. A person's 'identity' isn't an exact science, and can include any number of the aspects of what makes a person, like their personality, hopes, fears, complexes, gender, race, homeland, locations important to them, culture, beliefs, desires, imagination, family, lineage, role models, bonds, interests and experiences.
These factors have all contributed towards a person's identity in one way or another, yet the importance of any individual factor or set of factors is dependent on the individual in question. The importance of any given factor is dependent both on the Caster's personal feelings and affinity towards said factor, as well as how much that factor influences their thoughts and actions.
While there are other factors that influence magic, they all work towards the central idea of a person's 'identity'.
Risk and danger help magical growth, to the point where training magic or attempting to gain Experience for Levels in a safe environment is negligible by comparison. This is based on the idea that a person in danger will act on instinct, and that 'risk brings out who a person truly is'.
Being 'in the zone', or completely immersed in any given task or action, will increase a person's ability to grow. This reflects the idea that in order to be 'in the zone', you must truly love the task at hand and be focused on it, which by extension shows how important it is to that person and their identity.
The power of Conditions, or subconscious/self imposed rules and restrictions on one's magic, favours changes that better reflect the individual to gain power. To use a common in-universe example, a [Boxer] wanting to make a [Fireball] Spell stronger could shape it to be more like a fist, while a [Builder] could shape the ball as a brick. While this might seem like a waste of energy to unnecessarily shape it, restrictions like these make the ability more in line with a person's identity, therefore becoming stronger and easier to use. This also gives me the creative freedom to go really nuts with some of the abilities present within my setting.
The setting itself has a massive variance in what a person can do. While there are limitations to magic to ensure that no single person could possess world-breaking abilities, the system allows for just about any type of ability you could think of. This works, again, in favour of the idea that all people are different, which allows for any number of ways to express yourself through your abilities. This also serves to allow me to subtly give hints and put forward ideas about a character solely through the powers they have.
- #9Alvelotyl - anatomy of the soul
Keys: anatomy, of, anatomy of the soul, soul, Alvelotyl - anatomy of the soul, the
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - anatomy of the soul In Alvelotyl, all living, thinking creatures have a Soul. Souls are made up of a collection of different parts, or 'Aspects', that must remain in balance with one another. These parts each connect to a different aspect of an individual's identity and a function of the Soul, and are as follows;
Arcane Stand - The Aspect of the Body. This aspect is connected to the individual's physical form, and how the Soul interacts with it and collects data from it. This aspect also reflects physical desires and interactions with other creatures. The Stand also governs a creature's Racial Abilities. When this aspect gets too prominent, the body can experience Arcane Mutations.
Arcane Brain - The Aspect of the Mind. This aspect is linked to one's consciousness, thought processes and language center. It works in conjunction with the heart to create personalities and general behaviors. One common misconception is that this aspect measures one's 'karma', or their good and evil deeds. This has been used by nations to explain why some people have 'evil' magic, either because they have secretly committed evil deeds, or will do so in the future, based on how that nation's culture views the concepts of destiny. If this aspect becomes too prominent, the individual's mind can warp.
Arcane Archive - The Aspect of Memory. This is similar to the Brain, and is responsible for recording all experiences the individual goes through. This is one of the most important sectors for magical growth, as the experiences recorded here are used by the other aspects to contextualise the individual's actions and help to map out their identity. As memory is stored here, even if the individual were to experience amnesia, their Soul would remember the experiences of the individual, even if they can't consciously recall anything.
Arcane Heart - The Aspect of Emotion. This controls emotions, empathy and part of a person's general personality and outlook when used in conjunction with the brain. In small ways, it also contributes to the formation of a person's imagination. Some races are born with stunted Arcane Hearts, like Homunculi, Kumiho and Monome.
Arcane Shadow - The Aspect of the Subconscious. This governs desires and factors locked away from the unconscious mind, and has a deep connection to natural processes, primitive instincts, dreams, Awakenings and occasionally in the formation of Tulpas. 'Subcons', or Subconscious Conditions, are a way of strengthening one's magic without the approval of the individual, and is governed by this aspect. A Shadow that grows larger than other aspects will force individuals to act on their instincts with little space for restraint.
Arcane Well - The Aspect of Aera. This aspect generates 'Aera', or magic energy, and has a relationship with all other aspects. The Well uses information gathered from all other aspects to form an individual's 'identity', setting up what a Caster can and can't do with their abilities at any given time. The Well becomes deeper as a person Levels and gains more Experience to draw from. This aspect also 'colours' one's Aera, giving it a unique appearance, texture and 'signature', distinct from all others.
Arcane Trigger - The Aspect of Magic. This aspect is what allows a person to transform Aera into another form, like fire, or a conjured Familiar, or a sensory attack. The Trigger handles anything Aera related, including Luster Arts, Spells and Soulbrands. This also helps to control the growth of Skills while moderating their usage to prevent damage to the Caster. The Trigger acts as the 'firing mechanism' for the Soul. It is theorised that this aspect was altered and 'unlocked' after the events of the Flesh Calamity on a global scale by the Sacred Six, allowing mortals to use magic.
When a creature dies, their Soul separates from their body, as the Arcane Stand no longer recognises it as a suitable vessel. Without a body, the Soul drifts towards 'Borders', the gates to the afterlife. During this time, the lack of a body can cause drastic shifts in the balance between the various Aspects. Given enough time, the Soul may try to repair this balance by any means necessary, which can lead to the formation of Spirits and the Undead.
- #10Alvelotyl - conditions
Keys: conditions, Alvelotyl - conditions
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - conditions Magic in Alvelotyl is based on the idea of identity. Magic always fits itself into some aspect of the Caster's identity. All abilities, be they Spells or Skills, have small intricacies and quirks that line up with aspects of who the Caster is, in one way or another.
Conditions are restrictions and alterations that one can apply to their abilities or their Soul as a whole, potentially increasing power and reducing the strain of casting.
Conditions allow the Caster to make changes to their abilities that allow them to better line up with the Caster's identity.
An example often used to explain the concept to fledgeling Casters in-universe is the Fireball Scenario. [Fireball] is a standard Fire Magic Spell that all [Pyromancers] learn. You'd have a hard time finding any Caster, even one of other schools and disciplines, that didn't know of the ability.
One shapes a ball of fire, and shoots it towards a Target. Simple. However, one can make the [Fireball] stronger by adding Conditions. One might assume that putting in the extra effort to actively shape a [Fireball] would make it harder to cast, yet through Conditions, one can lock the Fireball into a set shape and make it more in line with the Caster's identity.
For example, a [Pugilist] or [Boxer] molding a [Fireball] into the shape of a fist would make it both stronger and less strenuous on the Soul. Or a [Builder] could shape it into a brick, or a [Beast Tamer] could shape it into an animal. Changes like these align a Spell more with a person's identity, thus making it stronger.
The strength of a Condition is based primarily on two factors.
The first factor is danger.
The harder a Condition is to fulfill and the greater a challenge or risk it presents to the user, the more effective it will be. If this challenge is in some way more difficult for the Caster specifically, rather than a generalised risk, it will be more potent.
For example, perhaps a Caster with claustrophobia wants to make their magic stronger. They could then add the Condition that their ability is weaker in open spaces, yet stronger in enclosed ones. This links it with an aspect of the Caster's identity, and is a demonstration of how much they wish for the ability to become stronger.
The second factor is synergy.
The more a Condition fits with who the Caster is as a person, the more effective the Condition will be. That may be in terms of their identity, personality or mindset in some way. This system follows the second principle more than the first. Those who prioritise making their magic suit their identity will do better than those with purely difficulty oriented Conditions.
People can learn tried and tested Spells and get strong, but they won’t do anything too unique or different. This lack of inventive individuality can hamper one's potential growth.
Conditions show a willingness to accept the risk involved in becoming one’s own person and embracing their own identity, a point that has led some of Alvelotyl's philosophers to believe that danger brings out a person's true nature, which would also explain why individuals gain more Experience while in danger.
Forming the Condition around something related to the Caster’s identity will enhance the ability as a whole as it makes it more personalised and can increase the aspect of risk.
Conditions can be absolutely anything, and can be applied on an existing Spell, or even to help with the generation of new abilities. Conditions focusing on the difficulty aspect could be something that affects the Caster’s physical or mental state, or something required for them to do before, during or after casting, or even something that affects them overall in exchange for an ability in a certain type of Magic.
This Condition can activate instantly, or have effects on the Caster over time, making it hard to use an ability for a prolonged amount of time for one reason or another. This can also be used to restrain/limit a Spell in one aspect to allow for a boost to another aspect.
Once Conditions have been placed, it is exceptionally difficult to remove them.
Conditions that are incompatible with a person's identity, or do not suit their identity as a whole are far easier to change than ones that fit the Caster to a high degree. There are ways to alter existing Conditions through personal changes, growth in one's Soul warping it, the Soul being affected by an outside source, or through the use of Compromise Conditions.
Beyond these methods, meditation and focus is the only way to alter them, which can take anywhere from a week to several months or even years, based on how ingrained the Caster is with the Condition, the strength of the Spell, the complexity of the Spell and the change they're looking to make.
There are various different types of Conditions, all of which have different functions and links to one's identity. These include but are not limited to;
Subconscious Conditions, or Subcons, are not consciously placed by the Caster. These can develop naturally, or apply themselves if a Caster wishes for strength regardless of what they have to do, finding their abilities shifting and changing without their awareness.
Identity Conditions are a type of subcon that form through habits. These Conditions make even the most mundane abilities more in-line with the Caster's identity, and may not even be recognisable to the Caster. For example, one might have a certain habit associated with using Magic, such as one closing their eyes before sending a [Message], or clicking one's fingers before casting [Ignite]. These habits become subconscious Identity Conditions, and can blend into later abilities the Caster obtains.
Spark Conditions are a type of subcon that forms through outside influences, that typically come with Magic gotten through Acquisition methods. This is similar to the Identity Conditions, in that they are subconscious and related to one's identity, yet these Conditions take influence from outside factors that have influenced the Soul, such as potions like Birth and Boost, fusing one's Soul with another, or getting their Soul magically altered/bolstered by another creature, like a Patron/Champion relationship. While rare, power stealing Casters are sometimes subject to Spark Conditions as part of their drawbacks.
Emergency Conditions are a type of subcon that forms subconsciously in response to extreme stress or change, that typically come with Magic gotten through Awakening methods. These Conditions are heavily influenced by the situation, mindset and context of the inciting event, and can be detrimental to the Caster.
Compromise Conditions are a rare type of Condition that can appear subconsciously or created by the Caster. Compromise Conditions take the form of unique cases where a Caster's existing Conditions may be altered in some way temporarily due to some other factor, such as a restrictive Condition being loosened without a loss of power in exchange for further restrictions elsewhere, such as a person's power growing further during a particular time, although they can only use a limited number of these empowered abilities.
The origin of magic in Alvelotyl is a hotly contested topic. 'Magic' as a whole has only become a subject for proper study in the past 1400 years, after a catastrophic event led to the mortals of the planet being capable of freely using it. Before that, magical abilities were exclusively granted by the Primordial Gods.
The origin of magic tends to fall into three general schools of thought;
Firstly, that the 'Sacred Six', a group of flying warriors clad in light are the originators of 'magic' as the people of Alvelotyl know it.
These beings, which are now worshipped as Gods in their own right, stopped the aforementioned catastrophic event. Following that event, people were capable of using magic, which led to believers claiming that the ability to use magic was a 'gift' from them.
Those that follow this idea tend to view the 'blessings' of the Primordial Gods as different to 'modern magic', which isn't true in a strict sense.
Secondly, that the Primordial Gods were the ones that created magic.
The Gods bestowed gifts of magical power directly, as well as magic artefacts, which kept the balance of power between nations and caused worship of these beings to flourish. This is the school of thought most people tend to follow, since it makes the most logical sense.
Finally, there's a 'crackpot theory' that states that magic predates the Primordials.
While no conclusive evidence exists to support this theory, there are some threads people can put together to come to this conclusion. All Casters, or magic users, use their 'identity' as a fuel for magic. People that have symbolic links to fire or water are oftentimes capable of controlling or generating them, and is the case for all of Alvelotyl's Six Schools of Magic.
No matter how strong the Caster is, this rule seems to apply to everyone. Even the most powerful [Archmages] and [Emperors] are incapable of mastering all forms of magic.
What sparked this theory was the idea that even the Primordials themselves were bound by this rule. Each of the 21 Primordials had set 'domains' they had control over. The Oceanic Priestess had dominion over the water cycle and all that entailed, while the Mad Hermit could control over more esoteric ideas, like curiosity, madness and disorder.
Because each God had set dominions and were therefore unable to encroach on one another's overall powerset, this led some to believe that even the Gods themselves were bound by the 'Law of Identity'. As a result, some believe that since the Gods are not above a rule they supposedly created, then they weren't the ones to have crafted the laws of magic.
The first 'people' to use magic, excluding the Primordial Gods, were their [Champions], well respected religious figures that served the causes and beliefs of the Gods vehemently.
The first of which was the 'Divine Healer', a man capable of healing the sick and repairing the wounds of his people with his touch and a few words of thanks to his deity, the Life Empress. Although he was the first [Champion], many others began to follow as individuals were chosen by their Gods and Goddesses.
These individuals were leaders among their communities, praising one or more Gods as their tenets were upheld.
These [Champions] were the only individuals capable of using magic, and were either directly blessed by the Gods themselves, or granted magical artefacts that allowed them to cast Spells. For clear reasons, this made [Champions] incredibly important to any community in the Primordial Era.
The abilities granted differed based on the God that blessed them.
Nature's Temperance granted her [Champions] the ability to manipulate nature, which was useful in farming communities or those living in forested areas.
The Oceanic Priestess granted her followers the power to calm the waves and hide their ships from the many monsters living within the world's oceans, making them unmatched naval powers.
The Whimsical Lovers granted more emotional abilities, allowing their [Champions] to calm their subjects, incite love in others or help to reform damaged criminals.
After "The Silence", a time which saw all Gods going dormant, [Champions] became less and less common. Only [Champions] wielding artefacts remained, and those who'd been granted power directly by the Gods died out. The location of many of these 'Primordial Artefacts' are unknown in present day.
The Flesh Calamity followed many years later, a world wide catastrophe that nearly wiped out all of mortalkind.
The world was saved by the Sacred Six, a collection of six glowing humanoids capable of great magical power. After the threat had been dealt with, they reunited and 'returned to the heavens', flying into the clouds and high out of sight.
After the Flesh Calamity, mortals slowly began to realise that they were capable of magic. This was a drastic shift from the Primordial Era, where a single settlement had one to three [Champions] most of the time, to this new Era, the Era of Magic, where every single individual had the potential to become a Caster.
As the Era of Magic began, most held to the belief that those capable of magic were chosen by the new Gods, the Sacred Six, and were worshiped as folk heroes. They helped in the rebuilding and restructuring of civilisation, but as more and more Casters appeared, it became clear that the status quo had changed forever.
The study of magic ramped up drastically after the Age of Magic. Led by groups like the Arcane Research Team, or ART, many surveys and tests were done to discern more and more of the 'laws' that governed magic. Individual Spells were recorded and understood. Magic was divided into Tiers to show an ability's power and complexity, and into Schools to show what the Spell did.
In the present day, 1400 years after the Flesh Calamity, magic is a staple in everyday life. Anyone would find it difficult to find an adult that didn't at least know a single Spell.
Artefacts that have basic magical applications, such as bulbs producing lights, fridges creating a zone of cold, and animated Golems capable of defending businesses became commonplace. Although more complex artefacts exist, they tend to be more specialised and unstable, and difficult to repair and manage.
Using basic magic, people have begun developing new artefacts to enhance the quality of everyday life. Runerail Trains have enchanted wheels designed to propel them with forward motion with the Condition that it must remain on enchanted tracks. Voxes have become the latest craze, and arguably the most influential artefact to be developed in the last several centuries.
Although their process is still being refined and simplified to allow for creation even after the original Caster's death, their ability to send [Message] Spells over long ranges is revolutionary, even if the Voxes themselves are expensive.
'Magic' has been specifically defined as the transformation of Aera, or magic energy, into another form. This has led to some confusion in the past, with people confusing Luster Arts and Skills as forms of Magic, when in fact they are separate, even if they use the same 'power source'. When talking about supernatural phenomenon as a whole, they are collectively referred to as Abilities.
Magic has been divided into six Schools. It is said that each of these Schools represents one of the Sacred Six, leading to the belief that they were the ones who created this magic system in some circles. These schools are;
Elementalism, the power to create and manipulate physical matter.
Shapeshifting, the power to create and manipulate biological matter.
Enchanting, the power to manipulate words, language and meaning.
Perceptionism, the power to manipulate the mind and senses.
Necromancy, the power to create and manipulate Souls.
Manipulation, the power to create and manipulate forces.
Each of these schools can be further broken down.
Elementalism can be broken into Fire Magic, Water Magic, Wind Magic, Earth Magic and Light Magic, which can be further broken down, such as how Fire also encompasses more specific sub-schools, like Ash Magic, Explosion Magic and Smoke Magic.
Shapeshifting can be broken down into Healing Magic, Enhancement Magic and Transformation Magic, each of which can also be broken down further, and so on.
There are often multiple ways to achieve a given magical effect, such as flight, which can sometimes lead to confusion as to what School an individual is using to achieve their goal.
This School system has helped to clarify and reflect what Spells fall under which school, but this system is not perfect. Hybrid Spells are those which have aspects from multiple Schools, such as a Fireball that induces rage in those it strikes having both Fire Magic and Emotion Magic in its components.
Still, the system has proven very useful to both Casters wishing to learn the art, as well as onlookers wanting to understand this new force which governs every aspect of everyday life.
- #11Alvelotyl - Evolution of magical theory
Keys: of, Alvelotyl - Evolution of magical theory, Evolution, theory, Evolution of magical theory, magical
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Evolution of magical theory Magical Theory in Alvelotyl has always been a contentious topic, and one that's been very slow to develop.
In the Age of Creation, magic was very simple to understand. If you had done something of note or were a devout follower of a Primordial God, you were granted a magical blessing or a magic artefact related to that God's domains. Simple.
When the Gods seemingly disappeared, magic became something people fought over for a long time as the number of blessed died out and the remaining artefacts were squabbled over, becoming the subject of wars, general disputes and long standing feuds.
Then the apocalypse happened, and the world as the people knew it almost ended. Thankfully, six figures clad in bright light saved the world.
From then on, the world began to put itself back together. However, now everyone was capable of using magic. This sparked the beginning of the Age of Magic, and there was a lot of confusion. Religious zealots and cults came back in full force, praising the now gone Primordial Gods for their boons, while others praised the newly named 'Sacred Six', or their own godly beings. More and more people began to develop magic, and the age was heralded as a golden time.
Then people with no ties to Gods whatsoever began getting magic. People were quick to justify it as the individuals having gained the favour of a God for some reason. But as the number of Casters climbed higher and higher, with many new types of magic appearing that were previously unheard of, people began to realise that they weren't being blessed by the Gods individually, but that everyone had been blessed in some way.
This led to many, many theories coming out in full force from many communities. The prevailing opinion in some lands was that this new phenomenon could be exclusively attributed to the Sacred Six, while others believed such beliefs were blasphemous, and that the Primordials were rewarding the mortal races for surviving the apocalypse.
People found that they were being 'blessed' with magic connected to many factors. The devout of Gods were being blessed with magic related to their Gods, while those that weren't actively following Gods were being blessed with magic that was in some cases related, and in other cases completely unheard of, which raised a massive amount of confusion.
In the Shamala Theocracy, a group calling themselves the 'Arcane Research Team', or ART, began compiling accounts and records of magic users, now colloquially referred to as 'Sorcerers', or 'Casters', from as many locations as they could.
They began to develop theories that magic was dependent on one's environment and homeland, as people living in certain regions tended to be more biased towards specific types of magic. There were many, many outliers to this theory, but it was the first theory that cropped up completely unrelated to the idea of divine blessings.
This was the beginning of magical understanding as more and more arcane interactions began to become known to the people of Alvelotyl.
The 'Charred Man' is the first recorded example of Soulburn causing an Arcane Mutation, which was known back in the day as a 'Magic Backfire'.
The ART forms ties with the newly formed Adventurer's Guild to create a classification system for the 'schools' of magic, dividing them into various categories. This goes very, very well in the eyes of the public. Even if the system was very rough in the early stages, it gave the people something to grasp onto.
The ART creates the Culture Theory, the idea that one's cultural beliefs impacts magical growth.
The ART refine the Culture Theory and create the foundational knowledge of 'Conditions' through the research of a few accidental cases, showing how one can set their own limits for abilities to create power. This breakthrough gains immense traction and praise. The ART grows and swells in funding and support, becoming the Arcane Research Council, or ARC.
The swiftly increasing knowledge of magic results in more people attempting to cause artificial 'Awakenings' among youths and militaries, many of which are unsuccessful. This causes a scare, and the ARC and Adventurer's Guild cracks down on it. Regardless of the ethical issues, this lets a lot of people understand what exactly Awakenings were and what they could do.
Throughout history, more and more outliers to existing theories began to appear, forcing the ARC and other magical organisations to expand their categories and ideas of what magic can and can't be. The Culture Theory was expanded upon, creating the prevailing theory used today, which is the Identity Pyramid Theory, or IPT, which states that magic forms from the 'identity' of an individual. Depending on their perceived identity and what factors of their identity impacts them the most, they can be proficient in different types of magic.
Of course, there is still a lot that the people of Alvelotyl don't know about magic, but they've made strides in understanding it since their days of being spoon-fed power from the Gods.
- #12Alvelotyl - magic teaching
Keys: magic teaching, magic, teaching, Alvelotyl - magic teaching
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - magic teaching In Alvelotyl, there are three ways a person can develop magic. Since only one of these methods, Exploration, can be 'taught' to any real degree, that's what educational institutions like schools focus on.
To learn magic, you don't necessarily have to visit any famous school or seek out an aged wizard. Magic in this setting is very common, and anyone can learn it.
Schools tend to teach a few basic 1st Tier Spells when students turn 12-13, and teach some basics of magic theory and safety before that. The priority of schools is to ensure that even if students go out to learn magic on their own terms, that they have the knowledge to avoid hurting themselves or others. Magic safety is very important for any institution.
In the average school, its unlikely that teachers will go over 3rd Tier or higher Spells with their students, as Spells of that Tier are oftentimes capable of harming others or being used in direct combat, and are more intensive on the Soul as a whole. Teachers that decide to tutor their students in some regions need permits to do so, as well as perform a psychological evaluation of the student to ensure that it's safe to teach them, and to try and approximate what types of magic they could have an affinity for. More often than not, [Teachers] will prioritise teaching Luster Arts before any form of combat-ready magic.
Magic can also be taught by one's family or friends, with most people going through some sort of 'phase' where they desire to learn some type of magic. While some carry on their magic in some form to adulthood to assist with their jobs or everyday life, others leave whatever magic they learned behind them and rarely use it. In some regions, people can get fines for teaching others combat magic without a permit.
Two things that teachers often pass on to their students is to avoid training for too long, which can lead to magical drawbacks like Soulburn, and to avoid putting reckless Conditions on their abilities, which can colour their magical growth in the future.
Those that wish to really dig into magic and use it in their careers, which is sometimes required at the high level of things, may seek apprenticeships with willing adventurers if they've proven to have the talent, drive and necessary identity to work with them.
In some regions, magic is taught as part of a job when working with a Guild, passed on as a family tradition, mandatory when working in the military, or done as a coming of age ceremony.
One common misconception is that some magical families are more naturally gifted at using specific types of magic than other 'non-magical' families because of their inherent bloodlines, or that they're descended from people gifted magic by the Gods.
This misconception is only half true.
While some families are more 'gifted' at using specific forms of magic, this isn't because of their pure bloodline or ancient magical gifts at all. Instead, families that are proud of their refined, 'shared' abilities will oftentimes brag and make a big deal out of it, therefore making that magic part of their identity, which is a major magical factor. By presenting themselves as a magical family, those within it that follow the family values and act as part of that group, the 'family magic' will come more naturally to them.
- #13Alvelotyl - Views on casters
Keys: casters, Views on casters, Alvelotyl - Views on casters, on, Views
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Views on casters Before the Age of Magic happened, Casters were exclusively those that had been granted magic in some way by the Gods, either through direct blessings or by being gifted an artefact. These people were seen as extensions the Gods themselves, and lived lives of luxury and great power. In the modern day, during the Age of Magic, views are very different.
Nowadays, all beings have the potential for magic. It is most common in sapient creatures, but monsters and even animals learning magic isn't completely unheard of either. Although the term 'Caster' used to refer to anyone capable of using magic, that is no longer the case. The word Caster is now used to describe someone capable of using magic of the 3rd Tier or above, separating them from individuals who learn minor magic for their jobs, or who may have dabbled in magic during their teenage years but never seriously pursued it.
The public perception of Casters varies from place to place, and tends to depend on the prominent Casters in that region's history, and the region's view of power.
Needless to say, those capable of powerful magic tend to be respected or feared in most regions. Casters have the potential for great change, whether that change is positive or negative depends on the individual. Some regions have argued that the governments should regulate magic use further to avoid dangerous individuals gaining great power and causing damage.
The common counter-argument is that regulations on magic would lessen the personal freedom of Casters to express themselves, which in turn would weaken the Casters themselves and potentially lower a civilisations ability to fight off threats.
Since one of the hallmarks of a good Caster is being open to challenge and difficulty, many good Casters tend to take combative roles, like joining militaries, guilds, crime or becoming adventurers.
Many of these roles are designed to experience challenge and difficulty in a constructive manner, such as training, fighting monsters, engaging in exploration and capturing criminals. This helps to dampen civilian views that Casters can be individuals with too much power that throw their weight around to get what they want because they're good at taking risks.
On many occasions, Casters with exceptional ability have outright ignored the law or done abhorrent things, yet the governments of a given region either don't have the power to safely punish them, or simply can't afford to imprison them in the face of greater threats, which can lead to some civilians forming the opinion that powerful Casters are often violent, reckless or bullies.
Still, many Casters have used their magic for good, and have brought great changes and advancements to the world in the form of basic artefacts that can be recreated by others, protecting regions from monstrous threats and generally keeping the populations safe. Although one can have varying or divisive views on Casters, there is rarely a good argument that leans towards having them around being altogether good or altogether bad.
- #14Alvelotyl - how to identify a caster
Keys: to, caster, how to identify a caster, how, Alvelotyl - how to identify a caster, a, identify
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - how to identify a caster 'Casters', also known as 'Sorcerers', are users of Magic in the world of Alvelotyl that exceed a certain level.
While everyone is capable of using magic, few rarely train it past a certain 'level' because of the associated risks and requirements for expanding upon one's abilities. While not a strict definition, Casters are typically those capable of using 3rd Tier Spells or higher, which tend to be those capable of being directly used in combat, rather than parlor tricks or basic applications used in work or everyday life.
There are a number of ways that even the average person could recognise a Caster.
Magic is an expression of the user. The type of abilities that an individual can perform depends on their 'identity', a broad concept that can encompass many different aspects of a person. Individuals that are more 'in-tune' with their identities, or wish to strongly express aspects of who they are, are believed to be more likely to be Casters.
This means that many believe eccentric individuals, or those that wear clothing or accessories that strongly reflect potential magic, like matching outfits, superhero-esque garbs, robes with water or fire patterns, face paints and tattoos, or even carrying unorthodox weapons like massive syringes, flags, or doors, are more likely to be Casters.
As magic is typically a requirement for adventuring, most assume that adventurers with a Silver Rank or higher are Casters.
While all adventurers carry their Guild Card around at all times, it is rarely on full display, even if many prominent Casters are known by their reputation alone.
Some powerful Casters have been described as having a 'presence', or a strong field of charisma or exuded power that makes them 'difficult to approach' or more likely to be listened to. However, this is often a poor metric, as some confident or high-level individuals can also possess this 'presence' without necessarily being Casters.
One of the most surefire ways of identifying a Caster is through the use of [Insight].
While [Insight] is a supernatural ability (Luster Art) within the setting of Alvelotyl, it isn't strictly considered 'magic' through the in-universe definition, which classifies magic as 'the active manipulation and transformation of Aera (Magic energy)'. When active, an individual using [Insight] can augment one or more of their senses, allowing them to 'perceive' Aera in its raw form.
This allows them to see the Souls of individuals walking past, magical effects in the air, or the glow given off by artefacts, or magic items, with greater ease. Non-Casters tend to have auras surrounding their Souls that consist of a single full colour, and is rarely eye-catching. The Soul and aura of a Caster tends to have multiple shades, a greater size, more unorthodox shapes, and different 'textures' and patterns flowing along the surface, such as a [Pyromancer's] Aura being flame-like with red, orange, and yellow hues.
- #15Alvelotyl - learning magic
Keys: Alvelotyl - learning magic, learning magic, learning, magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - learning magic There are three different methods through which a person can learn magic in Alvelotyl, but every living creature with a Soul has the natural aptitude and ability to use it.
Exploration, also known as the Building Block method, is the term given to the gradual development of magic.
This is the method the vast majority of people and creatures use when developing Magic. This method consists of one learning, being taught or otherwise exploring magic. They are often shown several Spells or styles of magic, and fluctuate between them to find a style that works well for them. Others try to mimic the Spells they've seen friends, family or role models use, or seek out books and guides about starting the development of magic with a certain school or focus.
The magic of an Exploration Caster often links to one to three concepts their identity alludes to, things like emotion, fire, lightning, pain, space etc, and expands based on their experiences, desires and overall identity. Their Spells may fuse or Hybridise over time as their identity bleeds into their magic, putting more unique spins on their abilities as they grow.
There are several ways to get a person used to the sensation of Casting in general. The first is being around other Casters. Those that are commonly around other magic users wielding Magic become more sensitive to how it works on an instinctual level, making it easier for them to get the hang of wielding Aera themselves.
The second is a more practical application. This generally involves another person using Magic on a person, attacking their body with it to make their body more aware of the changing and manipulation of Aera.
The safest method of this can be tricky. A Caster skilled in the usage of [Release] can cause a sort of gentle ripple along the Target's body, shaking their Aera while making the Target very much aware of the feeling of their own Aura, which gives them a feeling to hold onto when attempting to focus on their own magic to manipulate it.
Other methods for beginning one's path to Magic include meditation and self introspection, focusing on magic while performing a task the Caster can lose themselves in, and Affinity Tests. Some have even found themselves with repeatedly imagining and visualising themselves casting magic until it miraculously works.
Some can develop their magic subconsciously as it develops to match their desires and growth. In such cases, these people may not even realise they have magical abilities, or at least that they use them on a subconscious level rather than actively applying them.
Acquisition is the term given to magic granted from outside sources.
This type of magical development is rather unpredictable, and can have disastrous effects if done improperly. The most surefire way of achieving Acquisition based development is through tradition and Rituals. Groups that have traditions centered on belief systems that include magic, such as those with a coming of age ceremony, may have Rituals that they perform to imbue a person with magic.
The person will often have something important tying them to this magic, such as their personality, place in society or a general sense of cultural identity surrounding the magic. It will link them to their community, which is a part of their Identity. In these cases, the person likely knows in advance what kind of magic they will acquire, and will build themselves up to be able to receive it.
Alternatively, the Caster can be given their Magic by a direct external source, such as an Artefact that alters the development of one's Magic, or the abilities of another person sparking rapid growth to develop their Magic in a certain direction. Other artificial methods are much more dangerous.
Drugs such as Boost that influence one's magical growth can cause damage to a Soul, putting strain on its growth. Drugs like this can cause unforeseen circumstances, such as abilities getting additional effects at the cost of side effects and Conditions.
Chimeras suffer a similar fate, often having strong abilities with negative effects or substantial weaknesses. Acquiring magic from multiple sources, such as through having multiple Patrons, or by having a Patron's Magic and then ingesting a substance like Boost or having their Soul fused with another person tends to be quite volatile, and often results in unusual magic and unforeseen Conditions forming as well as alterations in the Caster's mind or even Arcane Mutations.
Awakening, also known as Magimorphosis, is the final method, and is brought about by a moment of extreme change.
More often than not, this event is deeply traumatic or incredibly positive, influencing a person’s psyche and shaping their mindset in a drastic way going forward. The power sometimes acts as a coping mechanism or a reflection of the event in some way. These powers may even remind the Caster of the event, carrying negative/positive connotations and acting as a constant reminder of this event.
The abilities are often powerful, and can have Conditions that link them to specific emotions, mindsets or stimuli they had during the event. They are often the strongest of the three learning styles. However, it also has a chance of killing a person’s motivation to use magic at all. If one leans into their awakened abilities, they can become very strong. But if they see it as a link to negative emotions they don’t want to feel or relive, the Awakening may prove detrimental.
Alternatively, those who relate it to a good experience can find themselves getting addicted to their magic, using it very frequently, sometimes without purpose or to improve their mood. They may simply decline from using magic at all, or only be able to use magic somewhat connected to their Awakened abilities, which can severely hamper growth if they can’t move on and separate themselves from that event.
Awakening occurs through an incredible shock to the person, and does not necessarily need to be traumatic, only that the Caster was very drastically changed in the moment of the Awakening. Due to the explosive change, Casters can find themselves getting Soulburn shortly after from continued use of their newfound powers shortly after the Awakening event.
In some cases, an Awakening will not create new forms of magic within the Caster, but will instead drastically alter the Caster's existing magic, developing new facets to their existing abilities or drastically empowering them by adding emergency conditions.
In nearly all cases, the nature of Awakening is such that it causes drastic shifts in the Caster's Soul, resulting in bodily alterations, emotional shifts and mental changes. This can alter how a person feels about certain things, or how their thought processes work in unforeseen ways, always linked in nature to the event and the abilities they obtain. The Awakening is an emergency shift and lock in one's identity to preserve their life, mind or general state of being that responds to very strong personal stimulus, pushing abilities that could be born from that identity change and stimulus to an extreme.
If an Awakening involves other people, the Caster may experience mental or emotional ties to the people involved, often in a very positive or very negative light. In other cases, they may also experience Identity Bleed. Those that have gotten their magic through this method can be seen as potentially dangerous or erratic, and can be stigmatised or feared as a result. They can be seen as lesser, as some might claim they’re ‘more magic than person’.
- #16Alvelotyl - awakening
Keys: awakening, Alvelotyl - awakening
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - awakening Awakening, also known as Magimorphosis, is the term given to magic obtained through an extreme identity shaping event, and is one of the three methods of obtaining magic.
More often than not, this event is either deeply traumatic or incredibly positive, influencing a person’s psyche and shaping their mindset in a drastic way. The power sometimes acts as a coping mechanism, or as reflection of the event in some way.
These powers will likely act as a constant reminder the Caster of the event, carrying distinct negative/positive connotations. The abilities are often powerful, and can have Conditions that link them to specific emotions, mindsets or stimuli they had during the event. They are often the strongest of the three learning styles, as they can grant great power with little 'effort'.
However, it also has a chance of killing a person’s motivation to use magic at all. If one leans into their awakened abilities, they can become very strong. But if they see it as a link to negative emotions they don’t want to feel or relive, the Awakening may prove detrimental.
Alternatively, those who relate it to a good experience can find themselves getting addicted to their magic, using it very frequently, sometimes without purpose or to simply improve their mood. They may otherwise decline from using magic at all, or only be able to use magic somewhat connected to their Awakened abilities, which can severely hamper growth if they can’t move on and separate themselves from that event.
Due to the explosive change of an Awakening, Casters can find themselves getting Soulburn shortly after from continued use of their newfound powers shortly after the Awakening event.
In some cases, an Awakening will not create new forms of magic within the Caster, but will instead drastically alter the Caster's existing magic, developing new facets to their existing abilities or empowering them by adding Emergency Conditions. This can be viewed by some as the event 'tainting' their magic.
In nearly all cases, the nature of Awakening is such that it causes drastic shifts in the Caster's Soul, resulting in bodily alterations, emotional shifts and mental changes. This can alter how a person feels about certain things, or how their thought processes work in unforeseen ways, always linked in nature to the event and/or the abilities they obtain.
The Awakening is an emergency shift and lock in one's identity to preserve their life, mind or general state of being that responds to very strong personal stimulus, pushing abilities that could be born from that identity change and stimulus to an extreme.
If an Awakening event involves other people, the Caster may experience mental or emotional ties to the people involved, often in a very positive or very negative light. In other cases, they may also experience Identity Bleed.
Those that have gotten their magic through this method can be seen as potentially dangerous or erratic, and can be stigmatised or feared as a result. They can be seen as lesser, as some might claim they're ‘more magic than person’.
'Soft' Awakening consists of a situation that a Caster has set up themselves, or that they have some degree of control over the explosive growth happening within them. This can include them making very harsh Conditions in exchange for the power to live or accomplish a task as a spur of the moment decision, often due to the Caster's emotions getting the better of them.
'Hard' Awakenings are oftentimes traumatic or so over-the-top that they dominate the Caster's mindset to an extreme degree.
- #17Alvelotyl - Caster classifications and threat levels
Keys: Alvelotyl - Caster classifications and threat levels, levels, threat, Caster, Caster classifications and threat levels, and, classifications
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Caster classifications and threat levels In Alvelotyl, if you're a threat, chances are you can use magic. Since magic in Alvelotyl is incredibly broad and unique to the individual, it can be very difficult to categorise based on whether a person uses fire, sound, or a mix of different things to do what they do.
Instead, both Caster and Monster threats are categorised by the type of effect and approach they have. There are thirteen different Caster Classifications;
Swords are close combat threats, ones that need to get in close to use their abilities. They tend to be physically imposing, durable or otherwise hard to deal with in close range, so taking them down from afar or altering the terrain around them is the best way to beat them.
Spears are mid-range threats, capable of both close and mid-range attacks. These threats tend to be capable of using ranged attacks to whittle down an enemy before going in to finish an opponent off. Abilities that outrange them or that can catch them are the best to use.
Shields are those capable of protecting themselves or others. These are rarely threats on their own, but are exceptionally good at keeping the heat off of others. Taking down their allies around them before whittling them down is the best way to beat them.
Syringes are those that can heal or empower others. These threats are capable of causing changes in others, granting new abilities or empowering existing ones. Much like Shields, beating Syringes involves separating them from their allies.
Bows are those that can attack at very high range. Unlike Spears, their close combat abilities are rarely as good, although some are capable of kiting and evasion to fight up close. Sneaking up to them, getting up close or fighting with sufficient environmental cover is the best way to beat them.
Crowns are those who control other creatures or summon magic Familiars to fight. Crowns can use people, animals, monsters, the Undead or any number of things in combat, and focus on overwhelming an opponent with numbers and coordination. The best way to beat them is to have others distract their pawns and go straight for them.
Walls are those who have control over a set area. Walls can control the environment, such as warping the ground, changing aspects of the ground or air, seeping magic into an area to cause changes, or even creating and overlapping new territories with the battlefield. The best way to beat them it to not allow them to choose where to fight, and pull them from their controlled area before doing battle.
Masks are those who employ stealth or misdirection. This can include making the person themselves hard to see, disrupting the senses of others or creating illusions. The best way to deal with them is to have wide range indiscriminate attacks that can strike an area if necessary.
Scopes are those who gather information. They are capable of specific understanding on an abnormal scale, and can understand weaknesses and strengths very easily depending on the individual. The best way to deal with them is to limit the info they can acquire and disrupt communications between them and their allies.
Gloves are those who are good at 'stealing' and displacement. This category is broad, and can include stealing real things like objects, or more abstract things like memories or abilities from others. This category also includes those capable of teleportation over short distances, and excel at disrupting combat. Nullifying their ability to take their target and discerning how they do what they do is the best way to beat them.
Wheels are those capable of great feats of mobility or transport. This can include using vehicles, other creatures or movement abilities, but typically also allows them to take other creatures alongside them, allowing them to cart allies around the battlefield or away from it. The best way to beat them is to warp the environment around them to make it hard to move.
Anvils are those capable of enhancing or crafting objects. They can make weapons more effective and craft magic items. They can be unpredictable, as they often use Artefacts (Magic items) and gadgets in combat. Separating them from their objects or crafting method is the best way tio deal with them.
Mics are those capable of manipulating others. Unlike Crowns, this is subtler, and not done through direct control. This can include memory, emotional and sensory manipulation. Keeping an eye on allies and sticking together in squads to avoid getting manipulated en-masse or picked off is the best way to deal with them.
Alongside these classifications, the Adventurer's Guild has also developed the Disaster Grade System, or DGS, which is a system used to mark the difficulty of a particular mission, or the strength of a particular individual. This system is very simple on the surface, using metals as a way to classify threats. If one asks, they can request that the administration provides them with specific estimates for the particular factors that went into deciding that rating, which can include;
Attack power.
Defensive ability.
Magical attacks.
Magical defense.
Speed/mobility.
Intelligence.
Stealth.
Utility.
Political/Military Power.
A list of recorded abilities.
These various statistics are given numbers to designate how weak or strong the threat is in that area. The overall threat level is then given based both on the danger a threat poses to individuals and a given region, using the recorded information and estimates as a guideline. The ranks for these threats go as follows, in ascending order;
Copper, or E Class.
Bronze, or D Class.
Silver, or C Class.
Gold, or B Class.
Platinum, or A Class.
Diamond, or S Class.
Mythril, or SS Class.
Adamantite, or SSS Class.
These various stats, minus the recorded abilities, are given numbers to designate how much a particular threat excels or is weak in a certain area, allowing Adventurers to tackle threats that they would be good at dealing with, which is largely why Adventurers can be successful even against enemies stronger than them by capitalising on weaknesses.
The ranks for these threats are;
Copper, or E Class, are threats that are... not really threats. These are things civilians could beat with little issue. Missions of this level are usually for apprentices or those wishing to earn a bit of extra coin, and can be chores like helping with building or collecting herbs in the nearby area.
Bronze, or D Class, is something a civilian might be able to deal with. This is dealing with petty criminals or creatures like rodents or minor monsters that have become pests, like Bogworms.
Silver, or C Class, is a little harder. This is often on the level of something that could kill someone, such as a criminal known for small-scale murder or terrorism, or a monster that would pose a threat to even a prepared individual.
Gold, or B Class, is a significant jump from Silver. These threats can be powerful serial killers, monsters capable of wiping out unprepared parties, or gathering items with danger attached, like monster eggs or artefacts from a dungeon.
Platinum, or A Class, tend to be larger scale quests. This often involves facing an organisation, or creatures that pose as much threat as an organisation, and requires a group of skilled and prepared Adventurers to beat.
Diamond, or S Class, are the highest level quest/threat that can be taken by Adventurers in Bounty Houses. These are often huge threats that could threaten a kingdom, like powerful warmongers or creatures like Dragons. This threat can also be used to help combat a natural or magical disaster.
Mythril, or SS Class, is one of two classes that must be sanctioned by the Guild itself rather than an outside party, and often asks Adventurers of multiple ranks to mobilise as a large group. This rank is reserved for threats that pose a real, immediate threat to civilisation. This can include a gathering of S Class threats, or a single very powerful individual.
Adamantite, or SSS Class, is a class that exists only to help ease the minds of the people. This threat level has only been used in the hypothetical, and a quest of this tier has never been given. This threat level is used to designate situations and creatures of a level that if they were not stopped, could potentially end the world, and are apocalyptic in scale. This was made as a direct way to assure people that if a threat on the scale of the Flesh Calamity happened again, Adventurers would band together to deal with it.
- #18Alvelotyl - ways to identify Casters
Keys: Alvelotyl - ways to identify Casters, ways to identify Casters, to, ways, Casters, identify
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - ways to identify Casters Magic as a whole has set rules and limitations, but many different regions express magic in a variety of ways. There are very few ways to reliably determine whether someone is a magic user or not.
The simplest way to determine whether or not someone is a magic user is through the use of [Insight], which is a Luster Art, an ability that anyone can acquire through training that allows the user to detect Aera, or magic energy, through one or more of the senses. While all creatures have a Soul that emits magic energy, the Aera of a magic user tends to be more complex in appearance. While a civilian's aura might appear as a flowing red hue, a [Pyromancer] using Fire Magic might have burning designs, multiple shades of red or an aura that mimics the shape and motion of a flickering flame. A Caster's aura is more complex, with greater depth. This is the one certain way to spot a Caster.
Beyond that, there are a few ways to spot a Caster. If the Caster is an Adventurer, they might be carrying a magic item, or Artefact. Many Artefacts have a slight glow to them, create mild visual effects like bending light, or simply have a 'pressure' that draws the eye and catches attention. Still, it's just as likely that a noble or [Guardsman] carrying an Artefact is capable of using it even if they aren't a Caster.
One of the stranger facets of magic is that molding your identity to fit your magic and vice versa makes one's magic stronger. Adventurers wearing flashy clothing covered in symbolic iconography or carrying an unorthodox weapon like a huge syringe or flag are usually using such equipment as a way to impact the growth of their magic. Many Adventurers will also take Epithets, or names/titles they take as part of being an Adventurer. While these factors are good ways to determine whether someone is a Caster, there are plenty of civilian Casters that don't take these gaudy routes, as they don't need their magic to be as strong as an Adventurer's.
If a person has tried too hard to use magic beyond their abilities, or has practiced/used magic to the point of straining their Soul, they might suffer harmful effects. These effects range from the less extreme Soulburn, which is a magically afflicted injury dependent on the type of magic the Caster was using to more extreme issues like Arcane Mutations and Aera Dysphoria, which cause changes to the Caster's body or mental/emotional state, respectively. People like this are easier to identify, as parts of them have warped to suit and reflect their magic. While people who gained their magic through the Awakening method are also often like this, that isn't always the case. These marks always indicate a person has experience with casting, but isn't something all Casters have.
Various countries and communities tend to develop their own tells. The people of the Reviryl Kingdom are known for their 'Crystal Eyes' a phenomenon in which their eyes glow bright while using magic. Other communities have very visible magic that remains active or visible, such as Casters that use tattoos on their body to trigger magic, or have a conjured Familiar with them at all times.
There are even tells that can help a person discern what type of Caster a person is based on habitual traits, mindset and personality, as all Casters fall into one of thirteen types, or Caster Classifications.
Even outside of combat, many 'Swords', or 'Sword Casters' have a habit of getting close to others, or have little problem with physical contact, tending to favor fight more than flight. While this isn't always the case, many Swords build up a reputation of being more honest and straightforward, as this is a reflection of their bold and confident approach to magic. They are sometimes selfish and emotionally driven while being simultaneously goal oriented.
Common traits and habits for a Scope Caster include their tendency to always look like they're observing something intently, whether that's a person, a book or the surrounding area. Their aura tends to cluster around regions where their augmented senses lie, with most having their aura focused on or around their heads. Scopes tend to either lack personal boundaries with others, or have a vested interest in other individuals to the point where they would do whatever they could to gain knowledge about them. Others have these abilities for more malicious purposes, such as those who gather info on people for the purposes of manipulating them or for blackmail.
Common traits and habits for a Wall Caster include being unfamiliar with new places, but quickly becoming accustomed to areas once they've gotten the lay of the land, being overly familiar or casual in areas they're confident they can control, and that they've got thick auras that seem to concentrate around their feet or hands, whatever is closest to the region they could exert control over at a moment's notice. Many Walls are confident or defensive when in a position of power.
- #19Alvelotyl - Dangers of Magic
Keys: Alvelotyl - Dangers of Magic, of, Dangers, Magic, Dangers of Magic
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Dangers of Magic Soulburn is the name given to a magical affliction a person can suffer if all of the Aera, or magic energy, in their body begins to deplete. This typically happens when the Soul is put under too much stress from repeated casting, or using spells for a long time without rest.
While it does typically come with a feeling of tightness in the chest and a pain akin to mild heartburn, the effects of Soulburn are hard to predict and pin down. This is because the effects are based on the type of magic the Caster used that strained the Soul. Fire Magic causes burns or drastically increased body heat, Earth Magic can cause stiffness in the body, Mental Magic causes headaches or mental deficiencies, Healing Magic can cause the Caster's body to lose its own vitality and shrivel up, and so on.
The true danger of Soulburn is how it leaves the Soul vulnerable to a variety of other, more extreme issues.
Arcane Mutation is a phenomenon where damage to the body through Soulburn gets converted into a physical change as a way to 'adapt' to the damage the Soul is doing. This can lead to the body becoming malformed in some way. For example, [Pyromancers] who've burned themselves with Fire Magic through Soulburn might develop dark red patches on their arms that ignite while using magic to shed excess body heat in an attempt to limit the chances of this happening again. Arcane Mutations can cause radical changes in one's magic and Soul stability, and can affect day to day life.
Aera Dysphoria is a phenomenon where one's mind, senses or emotions are warped by magic. These changes can cause psychological harm to the Caster, while other variants impact their ability to think clearly, impair their senses, cause the development of phobias, or cause the Caster to feel 'magically unbalanced' when using new magic.
Identity Bleed is a magical phenomenon, and a sub-type of Aera Dysphoria. When a creature's Soul is particularly vulnerable, such as during or after Soulburn, while devoid of Aera, or magical energy, or are on the brink of an Awakening, the Soul may reach out for assistance to stabilise itself. Harsh childbirths can cause strain to a newly formed Soul, also resulting in this phenomenon.
During an Identity Bleed, the person will reach out to the surrounding area and individuals for stability, taking traits to help 'fill in' emotional or mental weakness. This can lead to people developing strong, primal fixations on whatever their Soul latched onto. A person that used a nearby campfire as an inspiration during a bleed may develop a love for campfires, to use a basic example.
While latching onto other Souls however, this can cause a one or two way dependency between the individuals. These changes alter their mindset in different ways, with the possible results being represented in the 'Four F's'. These results are 'Fighting, Fleeing, Feeding and Fornicating'. The idea that twins or those born together were linked is based around this phenomenon.
'Chaotic' Casters, also known as Chancers, are those who have some element of random chance to their abilities. Most of these Casters employ this aspect of chance to their magic themselves or subconsciously, but this is rarely granted by others.
These Casters tend to have some random or chance based vector to their magic that they have no conscious control over, like rolling a dice to see how strong they'll be on a given day, or drawing a card that determines what Spell they use or what creature/object they'll create. Others use vectors that aren't strictly random, but are so far beyond their understanding or awareness that they appear as unknowable or random to them, like Wild Magic.
- #20Alvelotyl - what makes a good caster
Keys: caster, makes, what, good, Alvelotyl - what makes a good caster, what makes a good caster, a
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - what makes a good caster Magic in Alvelotyl is an expression of one's identity. 'Identity' being a very broad term that can encapsulate things like their race, personality, desires, lineage, beliefs or any number of factors that make up who and what a person is.
'Good' magic users, or Casters, have to know themselves as a person and be of sound mind. They need to have an understanding of who they are, and what aspects of their identity is being latched onto by their magic.
When a person is developing their magic themselves, its important to experiment with different types of magic to find what 'feels' right. If a certain type of magic comes more easily to a person, then it's linked in some symbolic or literal way to the Caster's identity. Its important to understand, or at least have some guess, as to what their magic is linked to, as this is vital to moving forward and expanding on one's magical abilities.
Casters that aren't of sound mind and knowledgeable about the mechanics of magic aren't necessarily going to be bad at casting, but rather that casting will be bad for them or less efficient.
Magic is a fluid thing, with the nuances of their abilities and spells changing over time as they change. If a person needs their magic to have greater offensive capabilities, and they find that their magic becomes stronger when they get angry or lash out at people, they may subtly begin to get more and more aggressive to allow their magic to have greater impact. While this may not always be a conscious change, people can be 'shaped by their magic' rather than vice versa.
While their magic may end up stronger as a result, they become 'weaker' or changed as people. Its often said that people like this become 'more magic than person', as they focus on changing their identity to suit their magic, rather than the other way around.
Other, less extreme examples, include Casters who try to learn magic that doesn't mesh with their identity in any way.
A person wanting to fly might hear of a person using telekinesis to do it, and work extremely hard to force themselves to learn this in the same way the other Caster did it. If their identity doesn't lend itself well to magic like that, they might never be able to achieve flight, as opposed to what might have happened if they were more willing to be open minded and explore different possibilities.
Many Casters have some goal in mind with their magic, but may need to use the tools they have to forge less orthodox methods to achieve those goals, like using miniature explosions to launch themselves into the air, buffeting themselves with wind or conjuring a Familiar to carry them instead.
Tl;dr - Magic users need to have a good grasp of who they are as a person to reliably cast. 'Bad' Casters try to force magic to obey them rather than going with the flow of what 'feels right' and using the types of magic that suit them.
- #21Alvelotyl - what makes spells difficult
Keys: spells, makes, what, difficult, what makes spells difficult, Alvelotyl - what makes spells difficult
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - what makes spells difficult There are a few factors that can make Magic harder to learn in Alvelotyl.
Knowledge
The more a person knows about a given topic, the easier it is to cast a Spell pertaining to it. If a person knows a lot about how to light fires, making fire is generally easier. Conjuring Familiars tends to be easier if you know how creatures move and act. Stuff like that.
If you're good at a certain type of magic but don't understand much about the specifics beyond how it pertains to your identity, you could get unintended side effects which differ from how 'natural' variants of the ability work.
This allows people with Classes related to their magic to better understand and use abilities related to it.
Identity
Magic in Alvelotyl is linked to the Caster's identity in one way or another. Stuff like lineage, personality, history, one's view of themselves, their race and all sorts of factors that define who a person is influences how good at magic they can be.
People with very little empathy aren't typically good at Emotion Magic, unless its specifically dulling or erasing the emotions of others. [Pyromancers] tend to be expressive or emotional, and that helps them conjure fire. However, fire can come from other factors, too, like if your parents or community values or is skilled with fire in some way.
'Identity' factors are subjective, and no single form of magic requires a person to be one set way, making definitive assumptions about a person based on their abilities possible, yet difficult and oftentimes somewhat unreliable.
Complexity
If you're trying to make a Spell that does several things at once, this can make it more difficult. Abilities like this tend to require the Caster to know the component Spells first.
If you wanted to make a fireball that induced rage in those it strikes, you'd need to know how to conjure a fireball and induce rage in people separately.
Risk
The development of magical abilities, or Classes, requires some aspect of risk. In Alvelotyl, risk and danger are commonly believed to bring a person closer to their 'identity', since magical growth and the gaining of Experience are faster when some element of 'risk' is applied.
This makes repeated training good for developing technique and control, but won't give anywhere near the same amount of potentially explosive growth and epiphany-level understanding of one's abilities that a very risky situation might.
Range
For the most part, Spells are better at close range. Abilities that extend over long ranges need a medium to do so, like spreading through the ground, or spreading through a conjured creature or projectile.
Conditions
If one wants to make a Spell easier to use, they can apply 'Conditions' to the Spell in question. These Conditions limit the Spell in some way, making it harder to cast, execute or restricted in some way.
Some Conditions weaken the Spell in one way while increasing its potency in another, like making a fireball less hot but much brighter.
Making Spells fit one's identity can make them easier too. If you're a [Boxer], shaping your fireball like a fist will actually make it easier to use.
- #22Alvelotyl - Magical growth
Keys: Alvelotyl - Magical growth, Magical, growth, Magical growth
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Magical growth In Alvelotyl, civilians can definitely become as strong as an adventurer when it comes to magic. Magical growth doesn't come from a book necessarily, but shapes itself on the identity of the Caster, making magic very personalised. For someone to increase their magical ability, they need;
Practice and exploration. People need to experiment with their own magic and attune it to their identity in some way. It's a nebulous concept, but it's something people in this world have learned to adapt to. That, and magic gets stronger over time. Finding little ways to practice during everyday activities goes a long way, like rolling a small ball of fire through your fingers while walking or controlling water to go up to your mouth with [Telekinesis] while drinking.
Flow. The best way to really get into one's own magic is to 'lean' into it. Mold the magic into something you can do frequently and easily. Binding it to physical motions or imagining certain physical sensations to help get used to casting goes a long way. It needs to feel natural, and becoming happy with yourself as a person goes hand-in-hand with magic. To lean into magic, you have to lean into who you are.
Difficulty. 'Difficulty breeds Experience' is a common term used when talking about Levels and Magic. It's said that people when people are pushed to the brink and put in a crisis situation, how they act and what they prioritise is the real measure of that person. The harder a task or situation is, the more a person gains from overcoming it. While magical control can be heightened with repeated training, it won't grow in strength anywhere near as much as in a situation involving some sort of risk. This is the main barrier that limits civilian growth, but the world has adapted to work around this idea.
- #23Alvelotyl - making magic stylish or cool
Keys: making magic stylish or cool, Alvelotyl - making magic stylish or cool, cool, making, or, magic, stylish
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - making magic stylish or cool This is example based. Let's say someone wants to fly as their end goal. Since magic is identity focused, they need to find a way to do that in a way that fits their identity in some way on a symbolic or metaphorical level.
Maybe they're not flighty or seeking freedom in a way that would make them good at using Wind Magic to fly. Or they're not good at mentally imagining the path of a moving object or aren't an abstract thinker enough to be good at Force Magic applications, like [Telekinesis].
So maybe they have to think outside the box. If they're good at Water Magic, maybe they can propel themselves with jets of water, swim through falling raindrops or turn into a cloud of mist. Or they're capable of making Familiars, and decide to make something big enough to work as a mount. If you know both yourself and your magic, you can probably find a creative way to twist it into something you want.
To make magic more stylish, an addition of a system that rewards Casters in-universe for making their magic unique and personalised. This is the in-universe example many people give to express the idea;
The assumption most have when advancing a given Spell is that the best thing to do is to pour more Aera into it to increase its size and power. Although this is the logical conclusion, it isn't the correct one. While this does work, it isn't the most efficient way to power up a Spell.
There's a common theoretical example used involving the [Fireball] Spell. If a person wishes to make their [Fireball] stronger, the most logical decision would be to pour more energy into it and not waste energy pointlessly altering its shape. Although that would be the logical conclusion most would draw, Magic doesn't function that way. In Alvelotyl, the optimal next step would be to either place a self imposed Condition on oneself, or to change the shape of the [Fireball] to better reflect one's identity, like a brick made of fire if one was a [Builder], or a giant fist made of fire if one was a [Pugilist].
This idea also extends into how one presents themselves as a Caster. Taking from Superhero tropes a bit, Casters can also do a number of things to make their 'identity' align more with their magic.
People who wear costumes that symbolically reflect their magic or who they are as a person tend to get more focused magical growth. Having bubble designs or racing stripes on your robes, or using hair dye to make it look like flames or grass will help your magic develop in that direction.
Casters are also known to sometimes use very unconventional weapons, not because they're good in average combat, but because they work as much better magical focuses. Healers using giant syringes, patriotic Casters fighting with large flags and [Librarians] or [Teachers] using traditional flying spellbooks are all possibilities.
Lastly, Casters are known to take 'Epithets', which are self-imposed titles that reflect their abilities and who they are as a whole. This is the in-universe equivalent to taking a Superhero name. If a person has a name that fits them on multiple levels and become synonymous with that name, their magic will develop more in a direction that aligns with those ideas. People calling themselves like Herald, or Chomp, or Cerebral, are pretty common.
- #24Alvelotyl - Arcane alignment
Keys: alignment, Arcane, Alvelotyl - Arcane alignment, Arcane alignment
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Arcane alignment In Alvelotyl, there are rules to the magic system that rewards Casters in-universe for making their magic unique and personalised. If their magic aligns more with various aspects of who they are as a person, or their 'identity', they're rewarded with more power and control.
This idea also works in reverse, with people trying to become more representative of their magic. This is sometimes detrimental to their growth if overexaggerated in terms of their personality or decisions, but changes in their fashion to reflect their abilities has proven to be very consistently beneficial.
Casters can also do a number of things to make their 'identity' align more with their magic, shaping it in a certain direction while increasing it's potency through a phenomenon known as 'Arcane Alignment'.
People who wear costumes that symbolically reflect their magic or who they are as a person tend to get more focused magical growth. Having bubble designs or racing stripes on your robes, stylised face paints or tattoos, or using hair dye to make it look like flames or grass will help your magic develop in that direction. The more one's costume says about a person, especially while using magic, the more effective it is.
Instead of donning full costumes, some Casters will instead acclimate themselves to small uses of magic over time, creating accessories and visual effects using their magic, such as cloaks made of shadow, icy crowns, clothes covered in ashes and soot, and any number of small aesthetic changes.
Casters are also known to sometimes use very unconventional weapons, not because they're good in average combat, but because they work as much better magical focuses. [Medics] using giant syringes, patriotic Casters fighting with large flags and [Librarians] or [Teachers] using traditional flying spellbooks are all possibilities.
Lastly, Casters are known to take 'Epithets', which are self-imposed titles that reflect their abilities and who they are as a whole. This is the in-universe equivalent to taking a Superhero name. If a person has a name that fits them on multiple levels and become synonymous with that name, their magic will develop more in a direction that aligns with those ideas. People calling themselves names like Herald, or Chomp, or Cerebral, are pretty common.
- #25Alvelotyl - magic focuses
Keys: magic focuses, magic, focuses, Alvelotyl - magic focuses
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - magic focuses In Alvelotyl, focuses are usually employed by those starting off learning magic. Focuses act as an easy visual representation of where magic is fired from, and often take the form of staves and books. That being said, just about anything can be used as a focus. While staves and books are most common, you can use anything you feel comfortable with. If it fits a person's identity in some way, specifically the aspect of one's identity used in the magic, it'll work better.
This post goes into a little more detail on this, but individuals can choose to use really unorthodox weapons, costumes and equipment as full body focuses to solidify one's identity and empower their magic, helping it grow in a certain direction. [Healers] fighting in the field might use equipment reflecting their abilities, like a large syringe in place of a spear, or a caduceus in place of a regular staff. Having it adorned with symbols that represent your magic, like red robes with flames on them for [Pyromancers], also tends to help. Fashion can be weirdly important in one's own magical growth.
Judging magical ability
In Alvelotyl, there aren't any concrete ways to definitively show how much magic a person has. There are plenty of methods devised to measure people's ability, but none are fully accurate due to how magic actually works.
The Ripple Test is a method devised to test a persons rough magical output in a calm environment. This test only works if the Caster is in a relaxed, based state to be accurate, not including factors like emotion and prior fatigue. This being said, a person may be able to generate more or less Aera (Magic energy) based on a given situation. If they are in a place, emotional state or situation that better reflects their identity as a whole, they'll be able to generate more Aera. A calm, collected and methodical person taking the test might appear stronger than an aggressive, hotheaded person taking the test, even if the latter person is stronger in a situation where both Casters are at their peak. While this test acts as a good rule of thumb, it is by no means fully consistent.
One of the Luster Arts (Techniques people can learn that aren't technically magic), [Insight], is an ability that allows a person to see Aera. This Aera hovers around a person's body, but people skilled in its use can roughly gauge a person's magical 'depth', based on the visual appearance of the Aera, but also by the strength of the impression they leave on the individual. This is enough for a rough estimate, but nothing concrete.
People in this universe have Levels, too, a quantifiable way of judging how much 'Experience' a person has in a given field. If someone has a high level in a Class revolving around magic like [Hydromancer], its a safe bet that they're good at magic. That being said, Levels show 'experience', not natural talent or learned skill. Someone who's a lower level can be stronger than a higher level person, so again, works as a good rule of thumb, but nothing concrete.
- #26Alvelotyl - Magical measurements
Keys: Alvelotyl - Magical measurements, measurements, Magical measurements, Magical
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Magical measurements While Aera is the name given to the magic energy permeating Alvelotyl, Mana is the most common unit of measurement. Judging a person's Mana Capacity and Mana Output isn't easy. Since magic is a force that differs between people, it can be difficult to find a single unified test that works the same for everyone and provides a steady method of measurement.
The Ripple Test is one of the most common methods, and is a test one could do at home with a glass or bowl of water, provided they know the [Ripple] ability. [Ripple] is a Luster Art, and because of this is an ability anyone can learn, making it a good ability to use for a test like this. The Caster will place their hands on the glass, and begin to use [Ripple].
By timing how long it takes for one rotation at minimum strength, one can know when they're using twice as much Aera if the speed of the rotation doubles. This can be increased more and more as needed to accurately judge the amount of effort needed to use a specific Spell by matching the sensation to a certain amount of [Ripple] rotations at a given speed.
This test only works if the Caster is in a relaxed, based state to be accurate, not including factors like emotion and prior fatigue. This being said, a person may be able to generate more or less Aera based on a given situation. If they are in a place, emotional state or situation that better reflects their identity as a whole, they'll be able to generate more Aera.
A calm, collected and methodical person taking the test might appear stronger than an aggressive, hotheaded person taking the test, even if the latter person is stronger in a situation where both Casters are at their peak. While this test acts as a good rule of thumb, it is by no means fully consistent.
There are other methods, like using the depth of one's [Mantle] or Aura as a rule of thumb, or expensive artefacts that can more accurately judge both, but this test is one of the most well used and widespread.
Individual Spells are measured through a known as the Arcane Tier System, or ATS. This system measures the various aspects of a spell, going from 1st to 10th, with 1st being the simplest spells even a civilian could use, while 10th would be magic that could cause incredible damage to a country or continent.
1st Tier magic can be learned in a relatively short amount of time and involves magical feats such as small balls of fire, increasing the user’s senses or placing low level runes. While in contrast, 10th Tier magic is the highest tier of magic that has ever been recorded and involves near unfathomable feats, such as drastically changing the weather, the environment or manipulating/creating large groups of people or souls on a permanent level.
While the Tier System is useful as a rough guide, there is no way to accurately judge an ability, as different societies have different takes on the Tier System. The most common methods of dividing up magical tiers is through strength and complexity.
Those that use this argument liken it to bricks in the construction of a house, with the 1st Tier representing the first layer of bricks, or the foundation. To learn 2nd Tier abilities, one must first learn the 1st Tier, and so on and so forth, increasing in strength and complexity.
This is a very simple way of comprehending the Arcane Tier System, and it is very often not as simple as this, yet it provides a simple and comprehensive way for the citizens of Alvelotyl to understand the complexity of magic. This system is the most commonly used, but has its flaws.
The Tier of one's Spell could theoretically change between Casters as they reach a certain Spell or magic effect by taking different paths, which can differ between Casters.
This can also be subverted by Conditions, which are self-imposed restrictions that can make Spells easier to cast than usual by adding additional complexity or nuance that likens it to the Caster's identity.
Systems like this rarely take into account inconsequential changes like a change in colour or shape with very little difference in a combat situation. A lack of information about an ability's full scope or true purpose can cause a gross under or overestimation of its potency and danger.
Some regions use the amount of Mana required for a Spell as measurement, but that can be changed based on the individual and/or Conditions in play.
Others use more abstract methods to judge a magic's Tier, such as how much of a society it can affect through its ability, or how much danger it poses to a group of people. Different countries tend to have differing priorities when it comes to recording the potency of a Spell, but most use a mesh of all of these factors as a vague scale of a Spell's general 'power'.
- #27Alvelotyl - Magical physics
Keys: Alvelotyl - Magical physics, physics, Magical physics, Magical
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Magical physics Alvelotyl's physics are pretty similar to earth. Magic has a special sort of 'weight' to it that only exists within itself. This phenomenon, referred to as 'Aera Density', means that telekinetically or otherwise magically moving a physically heavy object is easier than moving an object charged with magic. This means that moving a large crate would be easier than moving an artefact, or magic object, or something with a Soul, like a living creature.
This also has the effect of pushing outside Aera, or magic energy, away from something that's already 'charged'. This phenomenon, 'Control Monopoly', prevents people from spawning fireballs or water inside of another person's body, since the Soul is always producing Aera that flows outwards and around the Caster. This also means that if someone is currently under the influence of say, a Mental Magic effect, it becomes twice as hard for a new Mental Magic effect to influence the person, as they have to battle both the person's natural Aera generation as well as push out the original effect.
'Identity Decay' is the phenomenon that keeps the conservation of mass roughly in check. Aera can be converted into physical matter, like water or even things like food. That being said, once a substance created by magic is broken or otherwise changed from its original purpose, it begins to revert back to raw Aera. This means that food created with Aera can still be eaten for its taste, but its nutrients and mass will disappear once its chewed and eaten. When water is evaporated or enters the water cycle, it gets broken back down into Aera. This is what allows magic that can do functionally anything to exist without spontaneously curing issues like world hunger.
There are a few other interactions worth noting in this post, but they're primarily cosmetic/world things. The 'Sky Spectrum' is another magical phenomenon that allows me to explain why the sky is a different colour in different regions for those sweet sweet ambient and tonal shifts, and the 'Comet Circuit', which is a collection of invisible 'lines' that many comets and asteroids follow while orbiting the planet, allowing for shooting stars and comets that circle every few years or so, with some having magical significance that can be used in stories.
- #28Alvelotyl - mechanics for specific magic
Keys: mechanics, specific, Alvelotyl - mechanics for specific magic, for, mechanics for specific magic, magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - mechanics for specific magic Magic in Alvelotyl is very identity/individual focused, so the more in tune your magic is with aspects of who you are, the more potent it can be. This also extends to your outward persona and how you present yourself to the world.
If you're a [Healer] that's also skilled in combat, its better to use a weapon that reflects your role as a healer, even if its impractical. This justifies people using really crazy weapon choices, like massive syringes, or someone who's magic comes from their love of their country making it more practical to use things like flags as weapons, or a bodybuilder using barbells.
This also extends to people's outfits. So despite being a fantasy world, Adventurers will try to invest in costumes that reflect who they are. Matching the colour and pattern of your clothes with your magic or theme in some way can influence and impact your magic even if it seems otherwise impractical for combat. This justifies a lot of weird outfits tailored to the individuals and allows me to get really creative with character designs without it feeling out of place.
Alongside heroic names that have double meanings. If you're a Caster with an Epithet, or 'Caster Name', this can also help to solidify the identity you want to portray and build your magic around.
This stuff also helps with getting you noticed, because everyone is going to remember the guy who lights himself on fire in a flashy red suit, or the flying woman wearing the hard light equivalent of a swimsuit into battle. This stuff lacks in defense, but makes up for it in the potential for magical growth.
Enchanting is a school of magic, with a major part of it being Runecraft, or enchanting objects with magical effects. Since I didn't want everyone to be running around with Artefacts (Magic items) the whole time but still wanted them to be somewhat commonplace, I decided to make the runes degrade over time. Runes degrade faster the more the user differs from the Caster in terms of identity. This also helps to explain why some Casters have crazy artefacts that only really work for themselves, and why every region isn't super technologically advanced.
This also helps to work with another sub sub-school of Enchanting, which is Inventing Magic. This is a type of magic that allows the Caster to basically create drones, robots and mech suits. However, what the Caster can make depends on their identity, and sometimes the Casters enter a sort of trance or fugue state, so they might not even be fully aware of the crafting process. This type of magic makes a ton of small changes to the materials and process as the Caster is working, helping in many subtle ways to allow the end result to work. Because of these small changes and the inventions relying on very specific individual magic to work, I can explain why some Casters have power armor but can't just replicate it or teach their methods to everyone.
- #29Alvelotyl - non-combat of magic
Keys: of, Alvelotyl - non-combat of magic, non-combat of magic, non-combat, magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - non-combat of magic Magic in Alvelotyl is broad, so there are plenty of non-combat uses.
While magic is capable of conjuring food and drink, they don't have nutritional value, nor will they fill up the consumer. This is because they dissolve into nothing shortly after losing their original shape or form. That being said, conjured food can be imbued with great taste, making it good for parties where people can indulge in eating and drinking as much as they want.
Sticking within the context of food, it is always much more efficient to use magic to enhance existing food, rather than conjuring it. Magic can be used to enhance the taste of food, or Spells like [Hormone Baking] and [Comfort Food] can grant the consumer a burst of energy or motivation among other things, or calm and center them, respectively.
Magic can also be used in construction, moving earth or metals to help build houses and craft parts to a new building. Spells like [Telekinesis] help with managing heavier loads, with skilled Casters using Spells like this serving functions akin to a crane in our world, while Spells like [Ignite] can be used to start fires or light forges.
Creating magic items is by and large the biggest use of magic outside of combat.
[Alchemists] make Potions that can be used in everyday life or by Adventurers for a massive variety of purposes. That being said, drinking too many potions at once, or a potion beyond what a person can handle, can come with detrimental effects. One should be careful when using magically altered substances, and heed the advice of the [Alchemists] they buy it from.
[Blacksmiths] use magic to enchant their crafted works to do things like create horseshoes that allow horses to carry more weight or run faster.
[Inventors] and [Enchanters] that create Artefacts, or magic items, can fulfill mundane purposes as well as helping Adventurers in the field, such as boxes that chill and keep food from rotting, wagons that sustain greater weight or are sturdier against the elements or monster attacks, or jewelry such as rings, bracelets or necklaces that can keep a person's body and clothes clean or alert them when someone is approaching their house.
While not connected to magic directly, fashion has also been changed by Casters. Since the discovery that one's outward appearance, namely one's clothes and body, can influence one's magical development, some regions have started to turn their fashion statements into representations of their culture or even of themselves on an individual level, inspired by the type of Casters who tend to wear red or flame-covered cloaks, shirts or jackets to improve their use of Fire Magic.
While very uncommon in most countries, Undead labour can also serve as a potentially alternative to a conventional workforce.
Since magic in Alvelotyl is something anyone can learn and develop on their own without formal training, use of it is widespread, and can be found in just about any avenue of work.
It isn't uncommon for people to have 'phases', often during their child or teenage years, to seek out a way to learn magic. This typically leads to many adults having learned magic in their formative years, sometimes magic they'd have rather left buried, either because of embarrassing Conditions they don't have the time or energy to overwrite, or because they left behind in pursuit of another type.
- #30Alvelotyl - magic limitations
Keys: Alvelotyl - magic limitations, limitations, magic limitations, magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - magic limitations Magic is a universal thing, one that just about any creature is capable of doing. Magic in Alvelotyl can do just about anything, from mundane or basic magic to incredibly specific or strange applications, with a few exceptions. That being said, there are a lot of factors that can make magic more difficult.
Magic aligns itself to the Caster's identity in various ways. This means that learning magic that doesn't symbolically fit your identity and the factors your Soul latches onto is very difficult. People can choose to be a jack of all trades and learn many types of low level magic, but it's very rare to see someone have mastery over many types of magic. Nobody is capable of learning all types of magic to a high level, with no exceptions. 'Conditions', or self imposed restrictions, can help to better shape one's magic by adding risk and changing it to better fit who the Caster is as a person.
Magic gets harder to cast over long distances or on a large group of people, with Casters often needing to choose between strength or range. There are ways to work around this, but this is a general rule of casting, meaning that short range or contact abilities tend to be more potent unless you're specialised in long range abilities. There are some ways to keep some power alongside range by making it harder to spread or applying self imposed drawbacks.
Spells cannot be formed within the body of another living creature. You can cast a [Fireball] from your hands, but you can't generate a bubble of water within the lungs of another person, even when in physical contact with them. There are workarounds to this, but in a combat situation it's very difficult to do.
Using magic too much will cause Soulburn, which is a type of magic backlash that changes based on the type of magic used. This temporarily tires out the innate walls that protect a Caster from their own magic. Fire Mages can burn themselves, Casters using Mental Magic can get headaches, Water Magic drawbacks can cause Casters to use the moisture from their body in their magic, etc.
Lifting objects with magic like [Telekinesis] isn't that hard. However, lifting something that's magically charged is harder. This is because Aera, or magic energy, has a unique 'weight' that only applies to itself. This makes it harder to move Artefacts/magic items, or living creatures. Teleportation also follows this limitation, with self-teleportation being the easiest to do, but teleportation as a whole is generally very difficult.
Matter can be created through magic, but it isn't as stable as regular matter. When matter is created in a certain form through magic, it generally needs to stay in that form. You can magically create a cake that'll taste and feel like a real cake, but once you start chewing it up or digesting it, then it'll just return to being Aera. This also extends to magical structures. If you put a dent in it, it'll be significantly easier to break as it'll decay. Manipulating physical matter with magic doesn't suffer this drawback.
Manipulating time is complicated. There are ways to do it, like sending memories of your future self back to your past self as a form of precognition, but physically travelling back to the past and encountering your past self is near impossible. Precognition is possible, but never 100% accurate, unless the Caster has plenty of Conditions or other magical abilities in play.
You can revive the dead, but there are some limitations. If the person has very recently died and their Soul is still nearby, its possible to revive them. If you're trying to revive someone who's been dead for a while, like over an hour, its possible their Soul has already began to drift near a Border. 'Dead' Souls begin to warp and change due to the lack of a body, so even if you got the Soul back, it might be a bit of a different person to the one you're hoping to revive. Death really messes people up over time.
- #31Alvelotyl - Elementalism
Keys: Alvelotyl - Elementalism, Elementalism
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Elementalism Elementalism is the first school of Alvelotyl's Six Schools of Magic. Elementalism grants its users power over physical matter.
Elementalists have the ability to create matter like fire and water, and manipulate it in a variety of ways. The extent and variation of this manipulation depends on the skill and identity of the Caster on multiple levels.
It is easiest for Elementalists to create and manipulate materials that are in great abundance, with the most commonly manipulated elements being wind, fire, water, earth and light. This is because the Caster has extensive knowledge of these five elements and the effects they have on the world, and can easily form symbolic connections to these elements by linking their effects with parts of themselves.
Elementalists that are knowledgeable and skilled with their elements can manipulate things containing or related to their initial element. For example, a water Elementalist, or [Hydromancer], would have great experience with manipulating water.
From this, they could manipulate or create other liquids like blood and lava, or related substances like ice and mist, or symbolically related things in other schools of magic, like taming or conjuring fish, provided it fit with their identity and the development of their magic. Elementalists that are more skilled or that specialize in a specific material can utilize things that are more uncommon, such as wood, wax or lava, to a greater degree than generalists. They could also create these materials through combining basic elements.
While Elementalists tend to have some of the greatest variety among the various schools of magic, they share a common weakness in that every element tends to have its own physical weaknesses, such as water or a lack of fuel extinguishing flames, or plants being susceptible to flames and decay.
While these weaknesses can be accounted for through magic, this is often something the Caster will need to consider. Some find ways to alter the properties of their conjured elements to work around these weaknesses in some way, or create secondary magic that allows them to fight against their opponent's strengths.
Elementalists of various types also tend to have complimentary abilities that work alongside the aspects of their identity that granted them their abilities. These abilities are often symbolically tied to their element.
[Pyromancers] commonly have affinities for Emotion Magic, as a common 'tie' to Fire Magic is as an expression of emotion or passion.
[Geomancers] are sturdier and more resistant to physical and magical attacks, which can manifest as conjured shields or physical transformations, and [Aeromancers] are often very quick, deft of hand and skilled at getting out of sticky situations, which can give them potential power over things like motion or friction.
High Tier Elementalists can even go so far as to manipulate the landscape or weather to a large extent, performing long lasting alterations to the environment as opposed to the typical short-term effects of magic, which can sometimes be viewed as an effect akin to Runecraft Magic enchantments or Aera Pollution.
Elementalists, when taking Conditions or developing them subconsciously, often have changes to the properties, physical make-up or shape of their element, or add an additional 'ingredient' in its creation that makes it more taxing, increasing its power by extension.
Some [Hydromancers] use up the moisture in their body or the moisture in the air around them to help with the cost of Casting, which can leave them dehydrated with extended use, while [Pyromancers] may use up some of their body heat to help create flames, or use their emotions as direct fuel, which could be countered by Casters capable of suppressing emotions.
Because extreme uses manipulating the landscape or weather can have an adverse effect on ecosystems and the inhabitants of an area, as well as potentially unforeseen monster evolutions, weather and landscape control has been banned by the World Council. As well as this, those who learn more about liquid manipulation run the risk of learning how to manipulate blood. Since this could have the potential to manipulate people's movements directly, it is seen as barbaric and unethical, and has also been banned by the Council.
Elementalism can be broken down into five Branches, which can each be broken down into several Styles.
Fire Magic, which is the Branch dedicated to the control and manipulation of fire. Common Spells of a low tier include [Ignite], which creates a small flame used to light a campfire or stove. Styles of this Branch include; Smoke, Lava, Wax, Ash and Explosion.
Water Magic, which is the Branch dedicated to the control and manipulation of water. Due to the affects of Identity Decay, conjured water disappears after being changed to another form by natural processes, like digestion, so no, it can't be used to gradually flood the world by adding to the planet's water cycle or easily cure thirst issues, even if good-tasting water can still be conjured. Styles of this Branch include; Mud, Ice, Snow, Steam, Blood, Acid, Poison, Slime and Gel.
Earth Magic, which is the Branch dedicated to the control and manipulation of Water. Some Styles of this Branch include manipulating materials like Flesh, Bone or Webbing. This has led some people to wonder what separates these Styles of Elementalism from another School of Magic, Shapeshifting. While the categorisation of magic is a social construct and is by no means a hard-and-fast set of rules, the Elementalist variants often involve the manipulation of flesh/bone that isn't magically charged or connected to a 'living' creature, unlike Shapeshifting. Styles of this Branch include; Mud, Sand, Nature, Wood, Paper, Stone, Metal, Glass, Crystal, Fabric, Flesh, Bone, Honey, Webbing and a whole host of other very specific materials that are seldom used.
Wind Magic, which is the Branch dedicated to the control and manipulation of Wind. One fun fact is that [Aeromancers] are often able to catch their breath more easily, adapt to high altitudes and hold their breaths for longer than others by default. Styles of this Branch include; Smoke, Gas, Cloud and Weather.
Light Magic, which is the Branch dedicated to the control and manipulation of Light. While some organisations might want you to believe otherwise, Light Magic isn't an inherently 'good' or 'pure' magic. Its just a force like all the others, and just because a person can use it doesn't automatically mean its latched onto a 'good' aspect of their identity. Styles of this Branch include; Lightning, Shadow and Plasma.
- #32Alvelotyl - Shapeshifting
Keys: Alvelotyl - Shapeshifting, Shapeshifting
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Shapeshifting Shapeshifting is the second school of Alvelotyl's Six Schools of Magic. Shapeshifting grants its users power over biological matter.
Shapeshifters can manipulate their bodies and the bodies of others in various ways, but to what extent depends on the skill of the user. This can range from simple physical enhancement to bolster one's strength, durability or speed, increase their muscle mass or bone structure, or even alter their limbs or outright transform themselves.
Shapeshifters may have to learn to deal with pain or discomfort while changing their bodies, and often develop secondary magic, even if subconsciously, to help deal with it.
Changing one's bone structure while lacking experience can be dangerous, as there is the possibility that a Caster lacking knowledge could damage organs, pierce muscle or end up pushing bones out of place.
Out of all magic schools, Shapeshifters are typically the most adept at both martial arts and hardening their Aera, making them prime physical fighters.
More experienced users are capable of more precise changes, such as changing their facial structure, rearranging their organs or changing their body dramatically.
Others can learn the "feel" of a material such as metal or another creature’s shell or hide, and change their bodies to mimic that. These changes are usually only surface level, as changing an entire body to a different material requires a lot of concentration and magical energy.
Shapeshifters also have the ability to change the bodies of others, although this usually requires the one being targeted to retract their Aura or for the Target to be unconscious. However, altering the forms of others can result in the change being rejected by the body, much like skin grafts and organ transplants being rejected. In these cases, the Target may suffer from physical deformations or Arcane Mutation. This has a higher success rate when the Caster and Target have similar traits, identities and Aera.
This can be done to repair wounds, separate poison from blood, or even alter larger traits like Racial Skills, a creature's gender, granting them new abilities bound to their bodies, outright changing their race or turning them into a Chimera.
As a Condition, Shapeshifters often use some of their own body mass or food intake to help with the cost of casting. Because of this, self-modification often leaves the Caster hungry, or will leave their Target hungry. This isn't a universal cost of Shapeshifting, but is frequent enough to be noted as a common trait.
Although it is labeled as Taboo now, Shapeshifters can attach limbs of different creatures together as a type of surgery. This helps creatures get prosthetic limbs and attachments, but can also be used for experimental purposes (Such as the creation of Chimeras) and for this reason it is seen as unethical and is outlawed by the World Council.
Some races are naturally adept at using Shapeshifting, even in limited ways.
Korrigans possess a shapeshifting effect, one that changes them as the sun and moon rises. During the day, they become old, wrinkled and weak, then becoming young, lithe and beautiful as the moon returns.
Succubi naturally shapeshift to meet the visual desires of those around them. This can include the slow changing of their physical race to blend in, or to become more beautiful in the eyes of those they're 'targeting'.
Changelings, Doppelgangers and Nopperabo are all known for their propensity for transformation, capable of taking on new shapes and identities at will, both in order to blend in and as a method of expression.
Shapeshifting can be broken down into three Branches, which each have their own Styles.
Healing Magic, which involves the repairing or altering of organic matter, is considered the 'reformation' Branch of Shapeshifting. This involves healing wounds like cuts and expelling poison, but can also involve grafting new limbs or prosthesis onto others. There are multiple ways of performing healing magic. The safest and most common method, Full-Body Healing, increases the Target's natural healing ability. This isn't effective at healing broken bones, poison or curses, but is the easiest to perform and the most unlikely to be rejected by the Target's Soul.
Enhancement Magic, which involves the bolstering or augmentation of organic matter, is considered the 'hardening' Branch of Shapeshifting. This Branch allows the Caster to harden their own body, increase their speed or otherwise 'enhance' themselves. This also involves changes to the body's structure on a temporary basis, such as changing one's temperature or mimicking the properties of other substances.
Transformation Magic, which involves the absolute change of organic matter from one form to another, is considered the 'polymorphing' Branch of Shapeshifting. Unlike the Enhancement Style, this Branch focuses on creating large, sweeping changes. In most cases, this involves the complete transformation of one creature into something else, like a Sheep, or mimicking inanimate objects like chairs. This can be done for the sake of stealth, combat or taking on forms more suited to a certain task.
- #33Alvelotyl - enchanting
Keys: Alvelotyl - enchanting, enchanting
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - enchanting Enchanting is the third school of Alvelotyl's Six Schools of Magic. Enchanting grants its users power over words, language and understanding.
Words have innate power, as they represent the thoughts and desires of the user. In a world where identity and the expression of identity is what fuels magic, this becomes a potent school for expression.
Symbols that carry meaning to the Caster and have been imbued with Aera, or magic energy, are commonly referred to as Runes. Runes come in a collection of different types, like Receptive Runes, Locked Runes, Instant Runes, Glyphs and a number of others.
Enchanters can place these words on any surface using physical or magical means, depending on their skill and specialties. Less experienced users would have to physically write the words, while more experienced Enchanters can magically place the runes with a touch, provided they’re simple enough.
The Caster can give a rune specific Conditions to activate, such as when a rune detects a certain person’s Soul or make contact with solid matter. The most common use for this is for traps or empowering or manipulating weapons or objects.
Enchanted objects with long lasting effects, known as Artefacts, can have their runes hidden from sight, although their Aera will still be present. These hidden runes may require an [Enchanter] or [Appraiser] to detect.
Objects with the same rune cast by the same Caster can be linked. This has a multitude of uses, including object teleportation, and the ability to have one object magically charge or affect another.
Additionally, artefacts can be Soulbound to specific people through their blood, body or Soul, and will have effects that only work when used by that person. This is used by the Adventurer's Guild to create Guild Cards that teleport to the person after moving a set range away from them.
Enchanters can also cast magic without the use of runes. This can be done through the use of the spoken word or through other sounds such as instruments. This can be more difficult to do, but is often very versatile. Through the spoken word, the Caster's voice reverberates.
Enchanters can create runes that cast minor spells, as well as runes that increase the potency of a specific type of Magic that the Caster can draw energy from. This is done for people that want to create Artefacts known as 'Wands', 'Tomes' or 'Focuses', to help amplify their own magic or that of others, and is often used for beginner Casters.
The power of a rune can be increased through [Enchanting Fire], a blue/purple fire that is used for creating powerful runes.
Some Enchanters can cast it, while many simply use a magic forge or artefact that produces this fire. Anything consumed by the fire can have magical effects and meanings attached to the rune.
This can be something like a physical object, magic or otherwise, or an object from a monster or other creature with its own magic or meaning tied to it. Although the practice is illegal, one can also use things like living Souls in the same way.
However, the Caster must be able to handle the level of power put into the rune. Losing control of a rune can cause it to become unstable and activate as the Caster is placing it, causing it to backfire in an explosion of unstable magic.
Other Casters have similar methods or alternate ways of producing this effect. An [Alchemist's Cauldron] or [Witch's Brew] follows the same principles, albeit for the creation of potions.
Runes don't last forever, and are constantly influenced by those that use them. When foreign Aera, or magic energy, comes into contact with runes through the use of an artefact, the rune's 'meaning' distorts. This can change the rune slightly over time, which can influence the effects or subtleties of the Artefact.
Over time, a 'distorted rune' may become unstable, and will be at risk of exploding, causing damage to the nearby area with an effect that resembles its ability.
Distorted runes are difficult to repair, but those that are close to the original [Runesmith] in race, temperament or specialties may be able to mend it, even if it won't ever be the exact same as its original state.
Runes used by their creators don't distort.
Enchanting Magic can also be used to grant the Caster increased mental abilities in one way or another, or impact the way other creatures think by altering their perceptions of language and understanding.
Many Casters make the mistake in thinking that this Branch, Mental Magic, is part of the Perceptionist School, which influences the senses.
Due to the potential danger and long-term effects of Curses, they have been banned by the World Council. As well as this, using Enchanting Magic to create [Contracts] with Demons has been heavily stamped out, and is known as the most Taboo magic a person can use.
Enchanting can be broken down into two Branches, which each have their own Styles.
Runecraft Magic, which involves the complicated process of rune creation, allows the Caster to place and manipulate runes, or magically charged symbols placed on surfaces. Branches of Runecraft Magic include Rune, Curse, Glyph, Ward, Ambient and Tattoo Magic.
Mental Magic, which involves the augmenting or altering of the Caster's mind or that of other creatures, can be used in a variety of ways, with some being humane, like enhancing one's ability to process information, and others being considered deeply invasive, such as mind reading or mind control. Branches of Mental Magic include Memory, Communication, Cognition, Invention, Sleep and Behavior Magic.
- #34Alvelotyl - Perceptionism
Keys: Perceptionism, Alvelotyl - Perceptionism
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Perceptionism Perceptionism is the fourth school of Alvelotyl's Six Schools of Magic. Perceptionists grants its users power over senses and emotions.
Senses and emotions, both of which contribute to how we perceive the world as a whole, are believed to be intrinsically linked in Alvelotyl. They form the basis of how we see everything, both on a literal and personal level, and contribute to shaping who we are, in turn. For that reason, senses and emotions are often grouped together into their own school of magic.
Perceptionists can influence their own mind or emotions; or the mind or emotions of others in many ways.
On a basic level, Perceptionists can augment their senses, such as increasing their sense of sight or hearing. With this, they can pick out and discern certain sights and sounds, as well as track others.
Others can heighten their emotions to make themselves more pumped up and motivated, or suppress negative emotions to keep a clear head.
While useful, abilities like these can sometimes lead to bad habits forming, and should be used wisely.
Skilled Perceptionists can also sense and feel things invisible to the naked eye, such as magnetic forces, the flow of wind, or even things like interpersonal connections or the 'flow' of conversation, making them magically perceptive individuals.
Some can even push these senses to the extreme, seeing 'forward or backward' in time and space, giving them a form of precognition or postcognition. In these cases, the Caster is often supplementing their abilities with Force Magic.
The ability to understand and perceive the world and others on a greater level isn't limited to sapient creatures. This can also allow Perceptionists to better understand wild animals, or those speaking different languages to them, making them skilled [Animal Tamers] or [Diplomats]. This can be pushed further by 'sharing' one's senses or emotions with others, feeling and seeing what they feel, and vice versa, which can create bonds of trust and reliability.
Perceptionists may not even need to have a set 'target' for their abilities. Some are capable of creating sensory distortions or emotional changes in others by sweeping their influence through an area, which can be used to influence a crowd of people or create illusions many people can see.
One common misconception Perceptionists have is that Mental Magic, or magic that directly influences the mind, is part of the Perceptionist School. Instead, Mental Magic is a Branch of the Enchantment School, a type of magic that focuses on words, meaning and understanding.
Through extreme uses of a Perceptionists ability to manipulate the senses and mind of others, it is possible for one to control another person's nervous system, turning them into a puppet, or warping their emotions to force them to love the Caster or despise all others. Applications like these are seen as highly unethical and barbaric, and have been outlawed by the World Council.
Perceptionism can be broken down into three Branches, which each have their own Styles.
Sensory Magic, sometimes referred to as 'Neuromancy', involves the alteration of senses and the nervous system. This can include augmenting the Caster's own senses, weakening that of an enemy, or even sharing one's senses with others.
Emotion Magic, which involves the alteration of emotions, can allow a Caster to heighten or dull their emotions, warp the emotions of others, or outright change how they or another person experience emotions. This can sometimes be subconsciously used as a Condition in an emotionally expressive person's abilities, making their magic stronger or weaker depending on their emotional state. Branches of Emotion Magic include; Empathic, Influencing, Musical and Taming Magic.
Illusion Magic, which involves the creation of sensory shifts in the world around the Caster, allows them to create things that 'aren't really there'. This school is sometimes believed to be interchangeable with some instances of Light Magic. Illusion Magic can sometimes weave sensory or other magical effects into their illusions to make them more believable, causing effects to others that come into contact or proximity to the illusion to help sell the trick, such as phantom pains, false senses of touch or even a warped perception of time. Branches of Illusion Magic include; Implanted and Stationary Types.
- #35Alvelotyl - necromancy
Keys: necromancy, Alvelotyl - necromancy
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - necromancy Necromancy is the fifth school of Alvelotyl's Six Schools of Magic. Necromancy grants its users power over the Soul. Necromancers can do many things with Souls, granting them power over life and death. Through Necromancy, practitioners can move existing Souls, create Artifi
cial Souls, and even create Soulbound objects from raw Aera, or magic energy.
Necromancers can move Souls out of a host body given enough time, which can then be altered in some way, or placed in a body, such as with Golems. Souls can also be merged together in some cases, such as with Chimeras and Ainshar.
Using Soulcraft, Necromancers can also conjure bodies for the Souls they create or manipulate, creating artificial life with bodies formed from their own magic, known as Familiars.
With enough practice, some Necromancers are even capable of moving their own Soul to and from their body.
Through this, they can enter an artificial body, or even the body of another living being. This puts strain on both Souls, and the Necromancer can oftentimes influence the mind of the possessed target.
Entering another body and remaining stable requires the body to be similar in nature to the Caster's original body, and reflect their 'identity' in some way.
Necromancers can also project their Souls in different ways.
They can create copies of themselves for combat or communication purposes, and can also create temporary weapons and objects from their souls to assist them.
Unlike Elementalists, who create raw matter that can be controlled and manipulated, the objects conjured through Necromantic abilities often have in-built purposes and act as casting vectors for other types of magic.
Through the use of soul manipulation, the Caster can control bodies that have been implanted with a living person's full soul through their magic. By extension, they can control full souls that have been placed in these artificial bodies they create to a high extent, similar to a puppet. This has been widely deemed unethical, and has been outlawed by the World Council.
Necromancy can be broken down into three Branches, which each have their own Styles.
Soulcraft Magic, which involves the creation of objects or the manipulation of the Soul, and is considered the 'transformation' Branch of Necromancy. This involves conjuring weapons, magic items which only work in proximity to the Caster, or warping their own Souls or the Souls of others.
Animation Magic, which involves the creation of Artificial Souls or the control of existing Souls, is considered the 'control' Branch of Necromancy. This involves creating Souls to 'give life' to Golems, the Undead, or inanimate objects, or in some cases, communing with Spirits to bind their services to the Caster.
Familiar Magic, which is often seen as a mixture of the two previous styles, involves the conjuring of both an Artificial Soul and a body from magic, allows the Caster to create magic creatures with varying levels of autonomy and intelligence, and often has abilities independent of the Caster.
- #36Alvelotyl - manipulation
Keys: Alvelotyl - manipulation, manipulation
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - manipulation Manipulation is the sixth school of Alvelotyl's Six Schools of Magic. Manipulation grants its users power over forces and properties.
Manipulation is typically viewed as the most confusing and difficult to categorise style of magic. This style encompasses abilities and types of magic that don't fall into the other Schools of Magic. While this tends to make the School awkward to use on its own, this can make it useful if the Caster is proficient in it, as they can catch opponents off guard.
Manipulators can do a variety of different things with the Manipulation school, and often use these abilities in conjunction with other types of magic or matter as a vector for these effects.
Manipulators are capable of changing the properties of matter temporarily, often through direct contact or by using another ability as a casting vector. This can allow them to misdirect opponents or make an existing object/ability more deadly, like a metal chain that's had its properties altered to make it incredibly hot to the touch, magnetic or sticky.
This can also be applied to magical constructs and Spells, with most examples of Manipulation being seen used in conjunction with other forms of magic, like blue fire freezing enemies instead of burning them, conjured matter that possess some properties simultaneously, like being both elastic and sticky, or even making an object temporarily 'compatible' with other objects, allowing one to fuse objects together before undoing the effect.
Manipulation can also influence invisible forces, with some people making the claim that it belongs to the School because it influences the 'properties of the world itself'.
Manipulating forces is oftentimes very taxing, and is done on a smaller, localised scale. This type of magic can allow the Caster to control the forces of motion around them, 'throw' sound over long distances, warp space to cross large distances with greater ease, intensify gravity to crush opponents, gain extraordinary 'luck' to make events work in their favour, or lift objects through telekinetic force.
Like all forms of magic, altering existing magical matter directly is difficult, making things like telekinetically lifting other people or altering their properties far harder. This principle also applies to Time Magic.
Performing feats like stopping time is incredibly difficult, but far from impossible with the right Conditions. However, traveling through time is considered to be impossible. There are ways to subvert this, but 'shunting' one's full form and Soul through time is practically impossible.
Magic that involves divination can also fall under this school of magic, but is likewise very difficult to do. Creating vague prophecies or one of many possible outcomes is certainly doable, but completely understanding and seeing the future is similarly considered impossible. Unlike manipulating time, this seems to have no correlation with warping magical matter.
Instead, some Casters have proposed another theory for why 'perfect' Divination Magic cannot exist. The magic of Alvelotyl is built from the identity of the Caster. This brings with it some inherent limits and fundamental laws. Casters cannot make a Condition of their magic be that they require another specific individual around to use it, for example, as it relies completely on another person, rather than the Caster's identity.
This same, poorly understood principle is believed to be why perfect divination doesn't exist. The truth of the matter is that a being that could see everything in the future without limit would have no identity, as they would be bound to follow the 'perfect path' without ever taking risks or meaningful choices.
Some users of Spatial Magic can create what is known as a 'Pocket Dimension', through the use of the aptly named Dimension Magic. These 'Pocket Dimensions' can have their own properties and effects, but often come with Conditions in relation to their use.
Creating Pocket Dimensions for the purpose of kidnapping or torturing others is seen as deeply unethical, and has been outlawed by the World Council.
Manipulation can be broken down into three Branches, which each have their own Styles.
Property Magic, which involves the alteration of 'properties' within physical matter. This can be used to alter things like an object or area's temperature, the speed of a moving object, or the texture of clothes. Styles of Property Magic include; Weight, Temperature, Speed and Texture Magic.
Force Magic, which involves the alteration of 'world properties', or that of unseen forces. This can be used to warp space, see glimpses of the future, or lift objects with [Telekinesis]. Styles of Force Magic include; Motion, Will, Time, Spatial, Dimension, Gravity, Magnetism, Sound, Vibration, Psychic, Luck, Game, Sympathetic, and Divination Magic.
Transmutation Magic, which allows the user to change the 'states' of one or more objects. This can involve changing water to ice, mist or steam, or pulling raw ore directly from stone. This can also allow the Caster to fuse objects together, and is used in Alchemy. Styles of Transmutation Magic include; Transmutation, Restructuring and Combination Magic.
- #37Alvelotyl - Healing Magic
Keys: Healing, Magic, Healing Magic, Alvelotyl - Healing Magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Healing Magic Healing Magic is a branch of the Shapeshifting School of Magic, and allows the Caster to repair living bodies. This magic is primarily used to heal wounds and ailments in a variety of ways. These wounds can range from scratches to life threatening injuries. The Caster can also heal the wounds of other people.
However, the target must either be willing to accept the healing, or their Aura will have to be overpowered by the Caster. Many types of healing magic direct the targets own energy to heal their wounds, which can be taxing on the target.
The most accepted and widespread method of healing is to enhance the Target's natural ability to heal, known as Full-Body Healing. Other methods include healing by instead targeting specific areas of the body, known as Guided Healing, or warping their biology through the method of Transformative Healing, or a number of other methods.
The Full-Body method is safer, as it gives the Target's body the ability to heal itself, rather than take any great influence in how it heals from outside sources.
This method does have issues, however. This method doesn't seek out the Target's injuries specifically, and speeds up the body's natural healing processes. This means it's inefficient in terms of Aera cost and it's strain on the Caster.
This method also tends to accelerate poison rather than cure it, and can heal broken bones incorrectly if they aren't set.
That being said, other methods, while being more focused and direct, run the risk of altering the Target's body in some way. Magic is a nuanced and individualistic thing. By taking charge of the healing, a Caster may accidentally alter the Target's body or soul in unforeseen ways, which could potentially mean their body becomes 'out of sync' with that specific body part, causing it to heal differently or 'feel off'.
In some cases, this can cause the healed region to have a different skin pigmentation, heal incorrectly at later times, or possess strange properties that can be a help or a hindrance to the Target.
Because the Full-Body method is safer, it is the most common for Casters that heal as a profession. However, this also means that this method carries the least general risk, and is the slowest of the healing types to grow and become stronger. This can lead to individuals seeking healing for more advanced wounds from less reputable sources.
Most Healing Potions also tend to use the Full-Body method. Naturally, all instances of these potions are created by [Healers], [Alchemists] and [Witches] licensed by the Alchemist's Guild and approved by the Healer's Guild.
Healing Magic at its highest level can give very powerful regenerative abilities. The Caster can recreate organs or limbs to negate fatal injuries.
A less common and illegal use of this magic style is 'grafting'. Grafting is when the Caster attaches limbs from different creatures together by 'healing' the space between the new limb and the Target, binding skin and nerves together while working to deal with issues that can halt compatibility. When used in combination with other magic styles, this can result in the creation of Chimeras. Grafting can also be used to attach prosthetic limbs or during organ transplants.
Magic requires a link with a Caster's 'identity' to form, which can lead to trends in what aspects of a person specific types of magic latch onto. Most Casters using Healing Magic possess a desire to heal themselves or others, while others may simply have a fascination with the physiology of living creatures or a desire to remain healthy for as long as possible. Healing Mages are typically selfless or caring individuals, yet many have twisted the abilities and meaning of Healing Magic with great success.
Soulburn through Healing Magic typically involves the Caster's body deteriorating, as if using its own vitality to heal another. This can result in the Caster's skin becoming flaky, their skin becoming brittle, or the Caster rapidly aging during the process. This reflects the idea of a person giving up their life to help another person, and the detriments involved in working oneself to the bone for another person.
- #38Alvelotyl - Detoxification Magic
Keys: Detoxification Magic, Magic, Alvelotyl - Detoxification Magic, Detoxification
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Detoxification Magic Detoxification Magic is a branch of the Shapeshifting School of Magic, and allows the Caster to remove harmful substances and influences from living bodies. This magic is primarily used to purge poisons, diseases, curses, and magical afflictions from a target. The Caster can cleanse the bodies of others, though this typically requires the target's cooperation or for their Aura to be overpowered.
The most accepted and widespread method of detoxification is to enhance the Target's natural filtration systems, known as Systemic Cleansing. Other methods include directly seeking out and neutralizing specific toxins through Targeted Purification, or completely rewriting the Target's biology to make them immune to certain substances through Adaptive Cleansing, among other approaches.
The Systemic method is safer, as it works with the Target's body rather than against it. This method accelerates the body's own filtration processes - the liver, kidneys, lymphatic system, and other natural defenses work at an accelerated rate to expel the offending substance. This approach is gentle and has the lowest chance of unintended side effects.
This method does have issues, however. Systemic Cleansing doesn't distinguish between beneficial and harmful substances, meaning it can flush out necessary medications, essential nutrients, or even beneficial magical enhancements along with the toxins. The accelerated filtration can also place significant strain on the Target's organs, potentially causing damage if used too frequently or for too long.
This method also tends to be less effective against substances that have already bonded with the Target's biology on a deeper level, such as certain magical curses or soul-affecting poisons. In these cases, the body's natural defenses simply aren't equipped to handle the threat, no matter how accelerated they become.
That being said, other methods, while being more focused and direct, run the risk of altering the Target's body in unforeseen ways. Magic is a nuanced and individualistic thing. By directly intervening in the Target's biology, a Caster may accidentally trigger immune responses, cause the Target's body to reject its own tissues, or create dependencies where the body becomes reliant on magic to maintain its internal balance.
In some cases, this can cause the Target to develop allergies to previously harmless substances, experience unpredictable reactions to future exposure, or possess strange side effects that can be a help or a hindrance, such as developing a permanent resistance to certain poisons alongside an inability to process certain foods.
Because the Systemic method is safer, it is the most common for Casters that practice detoxification as a profession. However, this also means that this method carries the least general risk, and is the slowest of the detoxification types to grow and become stronger. This can lead to individuals seeking treatment for more advanced afflictions from less reputable sources.
Most Antidote Potions also tend to use the Systemic method. Naturally, all instances of these potions are created by [Healers], [Alchemists] and [Witches] licensed by the Alchemist's Guild and approved by the Healer's Guild.
Detoxification Magic at its highest level can purge almost any substance from the body. The Caster can remove magical curses that have bonded to the Target's Soul, extract poisons that have integrated into the Target's very cells, or cleanse regions of the body of magical pollution that would otherwise be permanent.
A less common and illegal use of this magic style is 'Conditioning'. Conditioning is when the Caster alters a Target's biology to become dependent on specific substances or magical effects, or to suffer extreme withdrawals when separated from the Caster's influence. This can be used to create addiction or dependency in others, and is considered deeply unethical by most societies. When used in combination with other magic styles, this can result in permanent alterations to a creature's biology, making them reliant on specific magical or alchemical substances to survive.
Magic requires a link with a Caster's 'identity' to form, which can lead to trends in what aspects of a person specific types of magic latch onto. Most Casters using Detoxification Magic possess a desire to heal, protect, or purify others, while others may simply have a fascination with the systems of the body, a personal history with poison or disease, or a desire to understand how to break down the complex interactions between magic and biology. Detoxification Mages are typically meticulous or detail-oriented individuals, yet many have twisted the abilities and meaning of Detoxification Magic with great success, becoming experts in the very poisons they claim to cure.
Soulburn through Detoxification Magic typically involves the Caster's own body becoming afflicted with the very substances they were attempting to remove, as if taking the poison or curse into themselves to save another. This can result in the Caster developing rashes, experiencing nausea and fatigue, suffering from magical feedback where they temporarily manifest the symptoms of the affliction they were treating, or in extreme cases, having their own biology permanently altered to mirror the condition they attempted to cure. This reflects the idea of a person taking on another's burdens, and the dangers involved in exposing oneself to harmful substances in the name of helping others.
Some Detoxification Mages specialize in specific types of cleansing. Those who focus on poisons and venoms are sometimes called [Purifiers], those who specialize in curses and magical afflictions are known as [Cleansers], and those who work with diseases and plagues are referred to as [Sanitizers]. Each specialization requires different knowledge and approaches, as the nature of what needs to be removed affects how the magic must be applied.
The practice of Detoxification Magic also extends to environmental applications. Some Casters can cleanse poisoned water sources, purify contaminated soil, or remove magical corruption from locations affected by Aera Pollution. These applications are rarer and more difficult, as the scale involved requires tremendous magical output and often carries Conditions related to the amount of time or effort required to complete the purification.
Most Detoxification Mages will develop secondary abilities to help them diagnose what needs to be removed. This often takes the form of Perceptionism Magic to sense the presence of toxins or curses, or specialized [Appraisal] techniques that allow them to understand exactly what they're dealing with before they attempt to remove it. This diagnostic ability is crucial, as misidentifying an affliction can lead to the wrong method being applied, potentially making the situation worse.
The relationship between Detoxification Magic and Healing Magic is a close one, with many practitioners learning both disciplines. While Healing Magic focuses on repairing damage, Detoxification Magic focuses on removing the source of that damage. A skilled practitioner of both can address the root cause and the symptoms simultaneously, making them highly valued in any community.
- #39Alvelotyl - sensory magic
Keys: sensory magic, magic, Alvelotyl - sensory magic, sensory
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - sensory magic Sensory Magic, also known as Neuromancy, is an aspect of Perceptionist Magic, and is the magic style that allows the Caster to alter the senses of themselves or others. Sensory Magic allows the Caster to manipulate any of the six senses. This includes Touch, Sight, Hearing, Smell, Taste and Intuition. Through this, the Caster can increase their senses dramatically, allowing them to see or hear long distances.
They can alter and attune their senses, allowing them to 'search' for specific stimuli or things that are usually impossible to perceive, like focusing their senses on detecting the very faint scent or taste of poison, forcing their sight to lock onto specific colour or textures to detect metals or valuable objects, or increasing their senses to see things such as magnetic waves, heat signatures or ultraviolet light.
By increasing their Intuition, the Caster can get a basic grasp of what a person might do in the future or dodge attacks by subconsciously registering many small details without being consciously aware of it. By lowering or muting the senses of the opponent, the Caster can severely cripple their ability to fight back.
This can be used to blind an opponent directly, create a zone that muffles all sound, causes jerks or spasms in an opponent's body by shocking their nerves through the sensation of touch, or creates smells so horrid that their opponents begin to vomit. Those who increase their senses considerably without caution and can't handle it can often get backlash issues such as motion sickness or frequent dizzy spells.
Casters using Sensory Magic typically have the desire to see more than they can, or believe that their own senses aren't enough, or that their senses are in some way better than others. This can arise from desires to follow animal tracks, or simply because they believe others are hiding things from them.
- #40Alvelotyl - illusion magic
Keys: Alvelotyl - illusion magic, illusion, magic, illusion magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - illusion magic Illusion Magic, a Branch of the Perceptionist School of Magic, allows the Caster to deceive the senses of the target.
Like with Sensory Magic, Illusion Magic revolves around the manipulation of the senses. The Caster can make others perceive things that aren't there, like unnatural sounds, voices from all around them, or illusory creatures.
Illusory Magic is divided into two types, Implanted and Stationary.
The Implanted Type involves 'injecting' the Target with the Caster's Aera, directly manipulating their senses to make them perceive illusions. This tends to be far stronger and more effective as a whole, but is generally single target. These Illusions are more 'real' to the Target, as they can experience physical stimuli like touch, as their minds will warp their perceptions to fill in the blanks of the illusion with logic, in most instances.
The Stationary Type plants an illusory effect in a given space, which can cause multiple people to perceive it. This does tend to make it more open to scrutiny, and must be hand-crafted by the Caster. This makes it far more taxing to create detailed illusions when compared to the Implanted Type, which can do much of the work for the Caster.
Powerful Implanted Illusions may be difficult to expel from the Target's body, depending on how well the Aera charged with the Spell can be detected and expelled from the body.
This is usually dispelled by having the target release all Aera currently within their body, but this leaves them prone and defenseless and can be quite dangerous if the Caster overexerts themselves, leading to the risk of Soulburn. Some very powerful illusions can even penetrate the Soul itself, creating permanent illusory effects.
Stationary Types allow the Caster to set up illusions that influence a given area, changing the senses of those around the Aera in question by warping any perceptions received from the affected space, although this method can be easier to detect.
That being said, due to the nature of Aera, for those inexperienced with understanding the 'look and feel' of Aera, or are unable to detect it, it may be impossible for Targets to distinguish between the Aera of an illusion and the Aera of an actual magic attack or Construct, as illusions can have other effects woven into them to help sell the trick.
For most mages, the way to discern whether or not something is an illusion is that the vast majority of illusions won't have the same 'magical density' as the real thing. Others will be missing details that are incredibly difficult to cast and replicate, like shadows that move in real time as though light were truly affecting the illusion.
The illusions cast by powerful Mages can influence other senses, inflicting phantom pain or distorting the target's sense of time, making the illusion seem to last a day when in reality it only lasts a minute. They can even manipulate the contents of dreams, presenting false omens or fears to the target.
Most Casters using Illusion Magic are manipulative, seeking to trick the senses of others for their own gain, although others do it to show others things they would otherwise be unable to, such as through a performance, seeking instead to enlighten and entertain others, using Illusions as a storytelling outlet or a method of expressing creativity.
- #41Alvelotyl - Mental magic
Keys: magic, Mental, Alvelotyl - Mental magic, Mental magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Mental magic Mental Magic is part of the Enchanter School of Magic, and allows the Caster to create magical effects through communication and logic, including words, music or sound. This magic style allows the Caster to alter how their mind operates, as well as the minds of others.
This style can allow the Caster to gain mental abilities that go beyond the standard limits of one's mind, such as the ability to learn specific things quicker, pick up on parts of the environment or augment their ability to gather or distribute information.
This information can be in the form of knowledge, like with [Message] spells. The primary ability of Mental Magic is to affect how the Caster or the Target thinks. It can amplify the way the Caster thinks, finding solutions to problems in varying ways or greatly augmenting their ability to perform some form of task. This can also extend to allies, giving them instructions, enhanced co-ordination or a boost to a specific section of thought.
In cases where the Caster must perform specific tasks to use the abilities, such as creating a piece of machinery with Invention Magic, they will enter a sort of flow induced concentration that makes it hard to focus on other things.
They'll remember how they did it, but explaining it to others will be difficult, as most of the work is instinctual. Additionally, other forms of magic will subconsciously sneak in to alter the properties and functions of the materials used, making it impossible to easily replicate the work of an Invention Magic user without using Magic themselves.
Inventors tend to have a few different ways of performing the act.
Some rely on getting inspiration from other Casters, inventions or abilities they've seen or interacted with, some learn from dreams, others simply make whatever they feel is 'right', while others go into the aforementioned state of flow, referred to by some inventors as a 'creative fog'.
One aspect of Mental Magic, Memory Magic, is seen as taboo in most lands.
Memory Magic can allow the Caster to alter their own memories, or the memories of the Target. This can be used to help a person find closure, recover from a traumatic event, or unearth long forgotten memories important to the individual. However, it can also allow the Caster to read one's memories, alter how a Target thinks about the world or alter their memories.
Many cultures see this as deeply unethical, with Casters capable of such magic being hunted down and imprisoned at the first sign that they've used such abilities.
However, some cultures use this type of magic to read the memories of suspects to crimes, or alter the memories and behavior of criminals beyond the help of regular reformation tactics to make them more suitable for safe civilian life in the future. This branch of magic tends to come under a lot of ethical scrutiny, and views on whether and when it is considered right to use vary greatly between individuals and cultures.
Most Casters using Mental Magic tend to have a fascination with the thought processes of others, are nosy individuals, or are insecure or paranoid about others.
Branches of Mental Magic include Memory, Communication, Cognition, Invention, Sleep and Behavior Magic.
- #42Alvelotyl - Fortune telling
Keys: Fortune telling, telling, Fortune, Alvelotyl - Fortune telling
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Fortune telling [Fortune Tellers] get visions of specific individuals through interactions with those individuals. This can involve an augur-like style of reading the lines on one's hands or through their eyes, or a more personal-type reading through questions the Caster asks of the individuals. This Class is known as being of dubious legitimacy, as some people fake the [Fortune Teller] Class and use cold reading or other social queues to divine things about people.
There are also different Classes of people that practice Divination Magic in different ways.
[Oracles] and [Soothsayers] receive visions and dream-like messages.
[Augurs] see their visions based on natural signs like the insides of creatures or the ripples of water.
[Clairvoyants] can expand their senses and cast their senses into the past or present through abilities like [Psychometry].
Among the various types of magic, Divination Magic is unusual because of its inherent limits.
While most forms of Magic have no hard limits beyond the identity of the Caster and the self imposed Conditions they're willing to implement, Divination never gives a solid, single answer. There have been many theories as to why this is.
Some believe that other Magic interferes with it, making it impossible to calculate a single definitive future.
Others believe that free will allows people to choose anything, which makes true divination impossible.
The truth of the matter is that a being that could see everything in the future without limit would have no identity, as they would be bound to follow the perfect path without ever taking risks or meaningful choices.
While some people come close by being able to calculate the likelihood of something happening, seeing several potential futures or receiving a vague prophecy, if there is no choice or identity defining decision making to be made, it would go directly against the core tenets of magic itself, and would be impossible.
Some abilities have strong Conditions to help subvert this, like precognitive abilities that are clear in some ways, but are held back in ways unique to the Caster, or force the Caster to take specific paths that reinforce their identity while still leaving big decisions and some aspects of personal agency up to them.
- #43Alvelotyl - Curses
Keys: Alvelotyl - Curses, Curses
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Curses Curse Spells, sometimes referred to as other names like Hexes or Scorns, are Spells that once applied to a Target, tend to have long lasting effects.
These effects can be present in the body for a long period of time, latching onto their Soul or branding the body or object as a physical mark. They can cause effects over time, or lay dormant until certain Conditions are met, triggering the effects of the Spell.
These can warp the Target, cause changes to their body, mind or Soul, or change the world around them without the Target's consent or even awareness. Despite the name 'Curse', which was a name given to this type of Spell by their first users, the [Witches], Curses need not be malevolent.
Some Curses can also double as Counter Spells, or Spells that react to protect the Target upon contact with certain stimuli. For example, a Caster's aura expelling foam if they come into contact with fire, or creating a bubble of oxygen that expands outwards if they're submerged in water.
Because of the added restriction that Curses don't have an immediate effect and instead have a potentially dormant trigger, they tend to be particularly potent. Curses that weave themselves into the body, mind or Soul through changes tend to form roots, and are far more difficult to remove than other Curses, especially if they perform changes over long periods of time.
- #44Alvelotyl - alchemy
Keys: Alvelotyl - alchemy, alchemy
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - alchemy Alchemy is relatively common in Alvelotyl, to the point where every town typically has one [Alchemist], at the very least.
Alchemy is a practice that allows Casters capable of using Transmutation Magic to create magical substances, primarily liquids.
Potions are magically formed liquids that provide effects to those that drink them or absorb them through the skin. These potions require ingredients related to the effects of the potions themselves, like hard objects for potions that provide durability, or cold objects for potions that provide chilling effects or cold resistance. One can make basic potions using a plethora of substitute ingredients.
The more specific a potion gets however, the more difficult it is to make, both in terms of requiring greater skill on the part of the Caster, and in terms of the quality and quantity of the ingredients.
[Alchemists] typically use lists that adhere to the Tag Association Theory to determine what ingredients will provide what effects. Ingredients with greater ties to the effects themselves and are magically potent will contribute more to the end result.
While creating one's own refined ingredients works best in terms of gaining Experience, [Alchemists] can also purchase pre-prepared ingredients that have been magically altered to filter out 'impurities', or factors that could distract or detract from the desired effect of the potion.
Some [Alchemists] specifically work better with ingredients they refine themselves, but ordering pre-prepared materials can help to minimise the risk of a potion going bad or having unintended side-effects, which they often can if the Caster is experimenting.
Potions first require a base. This base can be water (Oftentimes freshwater, or water that has been purified), honey, milk, blood or a magically generated liquid.
These bases are used to hold the rest of the ingredients together. Different ingredients have varying levels of success depending on the Caster, as the art of alchemy is by no means a perfect science.
From here, the Caster adds other ingredients. Some ingredients are used to give the potion the desired effect, while other ingredients are added specifically to 'balance out' other potential effects to have the highest chance of getting what the [Alchemist] actually intended. Then, they apply their magic, mix the pot and hope for the best.
If you aren't careful, it can be easy to get scammed by people selling fake potions.
- #45Alvelotyl - enchanting objects
Keys: enchanting objects, objects, enchanting, Alvelotyl - enchanting objects
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - enchanting objects Enchanting, being one of Alvelotyl's six schools of magic, is pretty important. Enchantments can range from being basic to complex, and are applied through coloured runes, which can be made visible or invisible to the naked eye, depending on what was used to place them. Magic can still be detected on enchanted objects, also known as artefacts, through the use of [Insight], a Luster Art.
Runes of a lower strength and complexity, or tier, tend to be easier to fix than higher tier runes. Magic is heavily rooted in the identity of the Caster. As a result, there is no set language or required rhyme or rhythm for runes. Instead, the runes must have some relevance to the Caster specifically. This means the runes can spell out words in the Caster's language, or consist of pictures and symbols that have meaning to them specifically. The greater the tie to the Caster, the more 'secure' the runes tend to be.
If an artefact is used by a person who uses very different types of magic, or has a very different identity to the person who made it, the runes will be forced to adapt to the Caster's Soul. The more the artefact's runes have to change to adapt to the Caster's own magic, the more the rune warps and distorts.
Artefacts with distorted runes have a hard time holding their shape. The magic within them can become weaker, less reliable in some form, or altered. Altered runes have tried too hard to adapt themselves to the wielder, and the magic changes, taking on some of the Caster's own intricacies or traits.
Lower tier artefacts are easier to repair, as they're less complicated and can be fixed by anyone who either has the same specialty as the creator, or with a similar identity to them. (IE, a Dwarf can fix a Dwarf's runes easier, or a [Pyromancer] can fix Fire Magic runes easier).
These types of artefacts are used in everyday life, from appliances like fridges and ovens in a world where magic took the technological forefront to bigger things like elevators or trains.
The more complex and specialised an artefact is, however, the harder it is for someone unfamiliar with the creator's work to fix. Artefacts are more durable than regular objects, but aren't impossible to break. A shattered artefact tends to result in an explosive burst of unstable magic that can damage everyone in an area indiscriminately, or cause an unpredictable magical effect. In the best case scenario, the rune was too worn and on the verge of breaking anyway, and nothing happens.
Artefacts can do just about anything a regular Caster can. Cast Spells, augment the Caster, allow for bigger feats, the works. Some require specific Conditions to be met to activate or achieve their full potential, too.
Because magic and runes by extension are personalised, making standardised rune setups for more complicated magic is very difficult. The industry for selling artefacts, as well as Enchanter's Guilds, tend to be strict on testing artefacts and the potential side effects or unintentional additions of runes before selling them on the open market. This makes the job of an [Enchanter] rather tedious at times, leading to some using the black market to more easily sell their work instead.
- #46Alvelotyl - Magical artefacts
Keys: Alvelotyl - Magical artefacts, artefacts, Magical artefacts, Magical
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Magical artefacts Artefacts, or magic items, are objects that have gone through the enchanting process.
Question 1;
The first artefacts were bestowed upon mortalkind by the Primordial Gods as a reward for their worship of service, giving them greater ability to influence the world in that God's name.
These artefacts were in high demand, and also often came with a Class that influenced the person's growth in power. These artefacts or blessings, whichever they were given, also acted as a beacon for the Gods, making it easier for those with either to be found and contacted by the Gods in visions and dreams
Question 2;
The artefact industry requires few standardised materials. While one can definitely make a business for enchanting, magic, by it's nature, rejects complete standardisation.
Magic is based on the identity of the user. Since every person is different, the 'best' method of creation for specific people differ. 'Runes' are the most common method of enchanting an object, as they hold the 'intent' of a stored spell within the item, allowing them to be used.
Different people tend to have different affinities for materials, with some being better at enchanting metal, while others enchant wood, stone, coral or other more niche materials for their products.
Question 3;
Artefacts with simple enchantments work better for being mass produced. Spells come in Tiers based on their complexity, and so artefacts that use lower tiered Spells are easier to produce. These Spells do have differences between Casters, but due to their simplicity, these differences are less overt.
Therefore, artefacts that are being sold in bulk should be kept simple. Artefacts with a simple Spell to keep things cold or hot, or to produce some form of motion are best, while more complicated runes have a higher chance of having extra effects or potential 'issues' that could arise when used in a new situation.
Artefacts made by a new [Enchanter] should be tested by the closest Enchanter's Guild before being put on the open market. This process can take time, and the more complicated an [Enchanter's] product is, the longer this process takes as people need to explore many possibilities for things that could go wrong before they give their seal of approval.
To aid in the process of discovering issues, the [Enchanter] that made the object will often be given a psychological evaluation and be asked questions to learn more about them in the hopes of unearthing some of the common hidden abilities artefacts of a certain type tend to have.
Some Enchanter's Guilds will be quicker to approve some items over others depending on the region. Due to the stigma towards Fire Magic in Lucan, their Enchanter's Guilds take a lot of time testing any artefact that produces fire to ensure they're completely and perfectly safe before selling them off.
That being said, some Casters and [Enchanters] are so successful or well known that they can sell enchanted objects without the approval of the Enchanter's Guild, as they don't need the help selling or advertising their product.
- #47Alvelotyl - Magical transportation
Keys: Magical transportation, Magical, transportation, Alvelotyl - Magical transportation
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Magical transportation While Alvelotyl has a number of vehicles that can be compared to real life variants, such as Runerail Trains, Rune Buggies and specialised elevators, there are also a number of less Earth-like transport.
For certain types of Casters, different methods of flight or long distance travel are common.
Everyone knows about [Witches] using a [Witch's Broom], powerful Casters from Juall using [Magic Carpets], [Tinkerers] and [Inventors] using mechs or mechanical animals capable of carrying them, [Summoners] creating Familiars to ride around on or pull their wagons, [Aeromancers] buffeting themselves on the wind, Shapeshifters creating wings and so forth.
Powerful Casters with plenty of Aera, or magic energy, to throw around will always have a method of flight. Even without going into their own personalised magic, strong Casters can use an application of [Release] known as [Sky Step], capable of creating a shockwave around their feet to launch them into the air. By 'kicking' against the air in repeated bursts over a while, Casters with mastery of this Luster Art can effectively 'fly'.
Teleportation is a difficult form of Spatial Magic to master, even for the best of Casters. Moving oneself or a non-magical object over a short distance isn't that hard to do, but when trying to move another living creature or magical object, things get much harder. Because of this, travel through teleportation is uncommon, and only those specialised in the form can truly use it.
That being said, there have been a few instances of teleportation being used for transport.
The 'Ring Gates' of Rengrasia are a set of huge metallic rings set up at various points throughout the country. Although the government can have a difficult time powering them for extended periods, these ancient artefacts have been used for long distance travel for important figures or for very heavy non-magical goods for quite some time.
Some Casters are also capable of long distance teleportation.
- #48Alvelotyl - Forbidden magic
Keys: magic, Alvelotyl - Forbidden magic, Forbidden, Forbidden magic
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Forbidden magic Forbidden Magic', or 'Evil Magic', is nothing but a social construct in Alvelotyl. Magic is a force that aligns itself to one's identity, but magic in itself is not evil. There are types of magic people will associate with evil, such as Death Magic, or raising the dead, or deforming living flesh, but no magic is inherently evil.
While Death Magic can be learned by those that despise the living and wish to see them die, it could also be acquired by those who wish to send the ill or wounded to the afterlife without pain. Raising the dead is often seen as something disgusting, defiling and twisting the body and Soul of the dead as a selfish way of gaining a mindless Zombie, but to another, it could be a way of keeping one's loved ones alongside them, even if in a different form.
Terms like 'forbidden magic' are used to describe magic that is broadly illegal. What counts as 'forbidden' can differ from region to region, but in the case of some types of unethical magic, there are broad bans and restrictions placed on those who use potentially dangerous magic without government approval.
Reviving the dead is the most commonly banned, for obvious reasons. The Undead are broadly viewed with horror and disdain, and as creatures that cause more harm to the living than help, and are an affront to life. However, a skilled [Necromancer] can gain information from the dead to help with criminal cases, or create tireless Zombies and Skeletons to help with menial tasks like farm labour, or help in situations where they aren't hindered, like pulling people from burning buildings without the risk of suffocation.
Invasive magic that warps the body, mind or Soul are likewise banned. Identity is tied to one's magic, and so altering one's body, mind or Soul is considered incredibly unethical. Some types of Healing and Transformation Magic on other creatures are banned, due to the potential issues that could arise if someone wasn't fully aware of what their magic could potentially do under certain situations. Stealing information from others through memories, or altering one's mind or emotions is also strictly illegal in most lands. The harshest form of this, brainwashing and mind control, is often met with very harsh punishments.
The worst offenders of invasive magic are the Chimera Organisation, a group that seeks to understand the depths of magic through experimentation, warping other creatures or splicing them together, creating horrific monstrosities for their own gain.
This rule also extends to magic that permanently warps the environment or the local wildlife, as such changes can have unforeseen circumstances on the world at large, and always tends to cause unpredictable changes that can change the dynamics of an ecosystem and influence the daily lives of people living near the affected area.
The creation of magical diseases and curses that spread between people is also often forbidden, since the risk of spreading magic epidemics or inciting fear in others is always high. Historically, magical diseases capable of spreading and reproducing within people has had disastrous effects, and has been heavily cracked down on in recent years.
To a smaller extent, magically impersonating others has been made illegal in many countries and kingdoms. While it is incredibly difficult to perfectly mimic another person's body, mannerisms and Aera, or magical energy, it is by no means impossible. Still, wearing [Glamours] to alter one's appearance or even hide one's race without impersonating another is legal.
One of the worst forms of forbidden magic is the researching and summoning of Demonkind. Demons are creatures that come from 'the Abyss', a place which the people of Alvelotyl know precious little about. They seek those they can possess by offering deals.
While they always uphold their end of the bargain, the end result is rarely worth it. Demons are powerful, often malevolent, and impossible to kill for good. Summoning them never bodes well for anyone, and has been deemed a 'forbidden art' that most do not speak of. It is also one of the many reasons powerful young Casters are given counseling and psychology classes in school, in the hopes of preventing situations where a potential host gets desperate enough to become susceptible to a Demon's whispers and honeyed words.
Some regions, such as the continent of Lucan, have broad beliefs or cultural differences that cause certain types of abilities to have negative connotations. Controlling Spirits is seen as far worse than in other lands, but the worst offender is Fire Magic. While other lands view it as a natural element and a common form of offensive magic, those in Lucan view Fire Magic as a sure sign that the user is a dangerous individual, or will invite destruction.
While this can be true in some situations, magic can be born from many aspects of the Caster's 'identity'. While its true that the culture of Lucan has painted all [Pyromancers] as dangerous, destructive people, with few exceptions, studies in other lands have shown that Fire Magic manifests most often as an emotional outlet, rather than for destruction or damage specifically.
To halt and control the growth of magic in some lands, magic above the 3rd Tier can only be taught to students who have undergone psychological evaluations performed by a licensed [Teacher], which can help prevent students experimenting too much on their own without guidance, which could have led to a student overworking themselves and ending up with any number of issues, like Soulburn or Arcane Mutations.
- #49Alvelotyl - Some abilities
Keys: Some, Alvelotyl - Some abilities, Some abilities, abilities
Enabled · Before character · Order 10 · 100%
Entry settings
Alvelotyl - Some abilities [Ancestral Memory] is a high tier Mental Spell allows the user to inherit the memories, knowledge and experiences of their predecessors. This allows the Caster to instinctively know how to perform specific actions without needing to be taught. This ability is known for its connection with the Dolls, a race of emotionless automatons with little personal agency. In the case of Dolls, whom gain the ability naturally as a Passive Racial Skill, they use it to instantly learn how to perform the job or functions their parents and lines were designed for. Because of this, Dolls rarely have to learn anything new after birth. As a result, their critical thinking skills are lacking, making them worse at adapting and learning new things, which is a downside of the ability. The stronger the Soul of the Caster, the further back in their family tree the Caster can see. The ability can also allow the Caster to inherit abilities like Spells and Skills from their predecessors, as they share the same experiences and part of their identity is owed to those that came before them, making lineage a larger factor in the Caster's identity than it otherwise would be.
[Splitting Body] is another high tier spell that incorporates Transformation Magic and Healing Magic. This ability can also be acquired as an Active Racial Skill by some Undead races and Manananggal. It is a key ability of the Manananggal, and is known as 'Tanggal' in their language. This ability allows the Caster to magically split limbs and body parts from their form at will. Body parts split from the main body can be telekinetically controlled by the Caster up to a range of 25ft around them. Multiple body parts can be separated at once, although the Caster's speed and fine control drops with both distance and the number of simultaneously controlled body parts. Upon reconnecting to the main body, separated parts will undergo a rapid specialised regeneration that reverts it to the state it was before splitting, which earns the ability its Healing aspect. This regeneration is incredibly quick, and is more of an uncomfortable experience than a painful one. Limbs detached during [Splitting Body] can still be injured, and the Caster will feel all associated sensations and pain through all of their body. With training, this ability can be used to split one's body while under attack, dodging a punch or sword swing only to come back together and swiftly regenerate. This can be used to send a body part away to attack someone at range, or to grab an object by sliding a smaller body part through a narrow space.
[Translate] is a lower tier Mental Magic Spell, but still one I'm happy with. This ability can be acquired as an Active Class Skill for [Architects], [Explorers], [Merchants], [Historians], [Linguists] and [Diplomats]. This ability allows the Caster to more accurately understand the intent behind language. This allows them to discern the meaning of another creature's speech. This ability doesn't give perfect translations, with some translations being something the Caster is unfamiliar with or has no frame of reference for. The ability will have to mentally link it to something similar the Caster knows of, which can lead to misunderstandings. This ability can also lead to general misunderstandings of things like places and people, as the Caster will associate the feelings that the Targets have towards these things and map them to people and places they feel that way about, which could potentially be interpreted in a number of different ways. If the Target is hiding their intention or sufficiently misleading the Caster, they can have completely inaccurate translations. This ability can also be used to translate written or carved text, with a few caveats. If the writer of the text was more emotional or passionate while writing, the text will be easier to translate. The greater the time between the present and when the text was written, the harder it is to translate. Instead, they may get vague impressions or ideas to serve as hints to decoding the text from the ability.
- #50Alvelotyl - Aera Pollution
Keys: Pollution, Aera Pollution, Aera, Alvelotyl - Aera Pollution
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Alvelotyl - Aera Pollution Aera Pollution or Environmental Warping is the term used to describe the phenomenon that occurs when Magic of a specific type is frequently used or expelled in an uncontrolled manner within a certain location, causing it to merge with the Ambient Aera in the area, permanently altering that area.
When many Casters, or one powerful Caster, regularly use their abilities in a set area, the residual Aera of their abilities can seep into the soil and the air after the abilities have run their course or dispersed.
This can alter the ground, the natural plant life, the wildlife and even the weather patterns or the way existing natural phenomena function, generating a unique environment or ecosystem. This can result in new breeds of creatures, existing creatures being pushed out of their natural habitat or forced to adapt to these new conditions, drastically altering the ecosystem depending on the severity of the change.
Due to its nature of affecting Ambient Aera, this can also influence the abilities of Casters in minor ways in the short term, or cause Arcane Mutations to those who are frequently casting and in-taking charged Ambient Aera, altering their magic in ways both subtle and overt.
Areas with heavily charged Aera can be identified through the use of [Insight], a Luster Art that augments the senses to perceive Souls and magical influence, as areas with charged Aera tend to have a slight coloured or textured tinge to them.
Areas where a Caster has recently used a Spell will have slight tinges or impressions left in the space around them, but can rarely be used to discern the specific Caster in question, although some may be able to discern the school of magic used or a specific specialisation based on the impression their magic left on the Ambient Aera in the space.
Regions affected by Aera Pollution can be cleansed through consistent absorption of charged Aera using Selarium, the abilities of [Exorcists] or similar Classes, or by using magic that counteracts the effects of the pollution. Although this is the easiest method, it isn't always the safest, and can heavily backfire and result in new unforeseen interactions between the magic polluting a region.
Some communities are in favour of Aera Pollution, as it leads to the creation of new flora and fauna, some of which can be distinctly beneficial to everyday life. While this is the case, and can be directed in mild ways by limited the magic used to certain types, these changes often bring with them unforeseen consequences that many fail to consider that can pose great danger.
Celedor, the Ruined Continent, is an example many [Arcanists], or those who study magic as a science, point to when talking about the dangers of Aera Pollution, as many that have researched the field believe the idea that Aera Pollution can be beneficial to be a dangerous belief to have.
Showing 50 of 56
2 files
- .jsonjson_lorebookoriginal
262.2 KBfirst seen bfc75eff37fdd0a8
- .jsonjson_lorebook
262.2 KBfirst seen 775291659c7b196d
Opens with the tab.