
Magic
The Cosmos
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A true and great source of power which encompasses all which we see. The forces of good and evil keep the Cosmos forever turning in the perpetually expanding universe. It is the flow through space and time which allows every supernatural occurrence to exist. As truly the greatest thing imaginable, there are limitless possibilities to what can occur. All realities are born and deceased within the Cosmos- never to be destroyed.
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As each being of magical potential passes, their arcane energy rejoins the millions of others floating through the twisting nebulae... hoping to be reborn to another legacy.
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Realms
Realms are sources within the cosmos where different mystics/magi draw different powers. They must pull from one of the following sources. If your mystic uses raw arcane, they will simply pull their magic from the cosmos itself.
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The Wild Realm
This is home to all manners of magic which is not quite good or evil. It's somewhere in between balancing both. It is here where not only Fae creatures and druids draw their benevolent and cruel powers, but also where the wicked eldritch monsters obtain theirs. This is a place of true uncertainty, and shouldn't be underestimated. It is both the dream and the nightmare combined and separated by a thin membrane.
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The Divine Realm
Within the divine realm, magic is pure and fit for justice. All arcane drawn from this source is blessed and formed with the intent to eradicate evil. That being said, not only good magi can draw from this source. Wicked paladins can still call upon a zealous flame to burn those he deems unworthy. Devotion to the divine realm comes in many forms: some savoury, some not.
The Dark Realm
The polar opposite of the divine realm. All magic formed with the arcane from this plane is imbued with the intentions of pure evil. It is the spread of sin and unholy; of suffering and malice. This magic twists and corrupts even the wielder. Very few have been able to turn the dark realm's magic into anything remotely good... that's not saying it isn't possible. Sometimes fighting fire with fire is the only option left.
The Spirit Realm
The plane of the dead; the afterlife. This is where dead people go when their spirit was deemed strong enough to remain intact. The spirit realm can be communicated with and even harvested for its energy. Mystics which use spirit magic tend to be very attuned to the dead and actively limit themselves on how often they perform magic.
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Arcane
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Arcane is the proper name given to all forms of magic. It is that which some consider 'impossible'. It is linked directly to the Cosmos. You may only use the gift of arcane if the Cosmos wills it. It is not genetic. Since the Cosmos is neither good or bad, but works in mysterious ways, it can select candidates of greatness or evil with no preference to either alignment.
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Arcane can only be channeled when the wizard wills it. The Cosmos does not work for those who doubt in it. In times of great stress or emotional disarray, one's body can accidentally will arcane without the mind's involvement. ​
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Wizardry
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Wizards typically unlock their arcane pool in their childhood when their minds are mature enough to know good from evil, yet their imagination is still brilliant.
Some wizards with non-magic parents don't unlock their abilities until later on in life, usually through extreme emotion forcing the magic out of them.
There are a few rare cases where a person born of two wizard parents never acquire their arcane pool. To obtain it, they must try and artificially create one through substances, or make a deal with a greater magical being from one of the realms.
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All spells belong to their own schools.
Every single school can be performed with the intentions of good and bad, but the magic behind them might not exactly scream good or bad.
- Good magic can be corrupted to be more destructive than intended.
- Bad magic can be purified to work in different ways.
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Wizards can know more than one spell school. Depending on how talented they are in arcane, they can learn a new school every five or ten years of practice.
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Addiction
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Magicians who overexert their arcane pool by draining it quicker than they should end up with Arcane Strain. The strain comes in the form of a dark mark which spreads over the body when more of their arcane pool is depleted. The colouration of the mark is akin to a starry sky with a slight hue reflecting the holy(blue), evil(red), wild(green), spirit (white), cosmic (purple) arcane the wizard has been utilizing. The strain disappears little by little after each day so long as the wizard stops performing.
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Arcane Supplements are often used to temporarily expand or fill a magician's arcane pool. They are not healthy to consume, and can lead to an addiction where the magi constantly tries to keep their pool full. When addicted to arcane, the body starts to deteriorate. It looks feverish and malnourished. All bodily needs are put on hold as the hunger for more arcane engulfs the magician. Eventually, they die of madness.