Magick

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Magick is the common name for the mystical abilities given to those who can naturally sense the arcane energies of the world and manipulate said energies for a variety of purposes. These energies, when channeled in specific ways, are wielded to a wide array of purposes. Those capable of wielding Magick - known as "having the Gift" - are born, and cannot be "made". The arts of practicing Magick are also known as spellcraft.

Overview[edit | edit source]

At some point in their youth, a child with this natural talent will have their power physically manifest. Reports vary as to the manner in which this manifestation takes place - a burst of energy knocks every nearby loose object to the floor, or said loose objects start floating in midair suddenly, and so forth. This event is known as an "Unbinding" and signals that the child's powers have awakened. The unique energy signature this event creates is sensed by nearby arcanists who will locate and identify the child that they may approach the family and discuss their prospective future.

Wielders of Magick are known as arcanists. Additionally, other titles and honorifics exist for accomplished arcanists. The title of magister (or magistra if they are female) is used to refer to any arcanist who has successfully completed their apprentice's trials. Informally trained arcanists are referred to as hedge casters, a term of derision among properly trained arcanists.

It is common practice for arcanists throughout the history of the Continent to be members in good standing of whatever arcane order is prominent in that period. For example, all arcanists within the Grand Commonwealth are required to remain in good standing with the Incantrium.

Rank[edit | edit source]

All arcanists fall into one of four classifications of rank, which indicates their standing and experience -

  • Masters are the teachers and mentors of all younger students and arcanists who continue to walk the path of greater knowledge and understanding of magick and its nuances. They are likewise the leaders and administrators of the arcane world. Likewise, they are the ones who instruct apprentices during their training and in advanced courses. This is the highest rank any member of an order can achieve, and only one in every 100 adepts will ever attain it.
  • Adepts are those journeymen who have passed the demanding and dangerous Second Seal trials. These arcanists are highly accomplished and skilled, and are powerful emissaries of their order and the arcane arts. Only one in ten arcanist journeymen will ever attain this rank. Arcanists of this rank are sent to investigate and address the most critical - and potentially sensitive - situations.
  • Journeymen are all arcanists who complete their apprenticeship and pass the First Seal trials. Those of this rank make up the vast majority of arcanists. While they may not be as powerful as adepts or masters, they are nevertheless accomplished and competent arcanists, and are more than capable of handling a vast array of tasks and situations. Whenever arcanists are called upon to assist with a situation by the authorities or private organizations, these are the people most often sent.
  • Apprentices are newly-inducted arcanists, fresh to the magick traditions of the world and only just starting their arcane journey. They have been accepted for membership after experiencing their Unbinding and completing a series of initiatory trials. They will spend ten years in this rank, attending a range of classes and hands on lessons to learn their craft and hone their skills. Also during this period, simultaneous with their various tests and challenges, they will also perform a range of tasks from assisting with cleaning and cooking to gathering herbs and alchemical ingredients, as part of being taught the importance of patience, discipline, and focus, traits anyone who would learn the arcane arts must possess.

The Ambience[edit | edit source]

The Ambience - also known as the Subliminal Veil - is the name by which the magickal currents of Arginium are known. These energies suffuse the mortal plane and allow the wielding of magick. Those who are able to sense and manipulate these energies have "the Gift".

The energy of the Ambience presents itself to those with the gift for spellcraft in different ways - some see unusual colors, some hear a soft humming, some see "ripples" in the air which no other can - but all draw upon it and its energies flow in response to their manipulations.

The natural flows of the Ambience manifest occasionally in the form of mana wells - points where the flows burst to the surface of Arginium and appear as shimmering bodies of bluish-white energy that behave as water would. Of these, the most famous is the Harmonious Font.