Magic
Magic in Reveia
Magic, or the manipulation of reality itself within the World of Reveia, is a study and art as old as the world itself. From the beginning of recorded history, stories of witches, fire dancers, and life mages have introduced chaos and uncertainty to world events. While rare today, there was a time where it was not so, and mages were found as commonly as nobles or merchants. Today, with the rise of the Reveian Empire, magic has seen a noteworthy retreat from the world, and one would be hard-pressed to find a mage who still practices openly. Magic remains illegal in most regions of the Empire, and is seen with great suspicion by most. Stories of the demonic invasions of yesteryear, and the cataclysmic battles that threatened the fabric of civilization itself have convinced many that the days of acceptance should be looked upon with scorn.
There remains a sliver of hope for those who put trust or even faith into the practice of magic. Druids in the Moors and Highlands, small Northland cults, and shamans in the east resurrect the old practices, while the fire dancers of the south and Elves of the west continue to practice magic as a part of their ancient culture.
Magic is incredibly powerful, and hard to control. For most disciplines, magic draws from planes beyond Reveia for their strength, and some theorize that with too much reckless use, magic is capable of tearing down the walls between this plane and others. Some disciplines pull directly from the World of Reveia itself, and are more wild and untamed as a result. The elemental disciplines have long been thought to share that origin, for example.
Magic System
Magic is practiced in secret, and as such is the privilege of a powerful few who have staved off the Inquisition long enough to grow in their skill. The process of becoming a mage in Reveia can be done in one of two ways, either by application at the level of Adept, or by becoming an apprentice to a currently active mage. The following tiers describe the progression of magical development for Reveian mages:
Novice - Is generally new to the concept of magic, and is not capable of producing even the most basic of spells. Novices are meant to experience and learn by shadowing their teacher.
Apprentice - An apprentice has learned at least the fundamentals of magical casting. They can cast a single spell, and are trusted with conventional tasks by their teacher.
Adept - An adept is strong, able to wield and cast spells from a place of experience and moderate control. They are able to venture out on their own, and even teach others in limited capacities. Adepts are capable of conducting and studying rituals, more potent and powerful manifestations of magic that tread the line between the planes of reality. They have access to at least three spells, and one ritual
Master - A master mage is one who has vast knowledge of both magic and its properties, becoming connected either to the plane their discipline is drawn from or the World of Reveia itself. Master mages are hard to find, hard to fight, and are capable of teaching many students at once. They have access to at least seven spells and two rituals.
Archmage - An archmage is the final stage of magical development. For mages drawing from separate planes, their soul is now bound to the reality they draw their power from. They are capable of wielding up to ten spells, two rituals, and can teach up to three dedicated students at once. Archmages are individuals of unmatched mythic ability, and are usually unable to hide their existence from those who seek to destroy them.
To apply as an adept mage, please use the following template:
Username (Minecraft):
Character Name:
Magic Discipline: (The type of magic you want to practice)
Justification for Magical Permissions: (Why you think the staff should trust you with magic permissions)
RP Plans: (Basically your plan with the character. We don't want mages who sit around and hold onto their magic without interacting with the scene)
Teaching and Progression Guide
To teach a student, a mage must at least be adept level. When a student is taken, the player who plays the mage must apply through a ticket with a justification stating that the player can be trusted with learning. Once approved, the teacher may begin teaching a student at the level of novice. To progress past each level, the mage or mage aspirant must demonstrate in a ticket that sufficient roleplay has been done as the mage, or they have completed feats to earn them notoriety or influence. Reckless use of power is not encouraged, and making reckless decisions with magic is frowned upon. Magic is considered a rarity, and is very powerful. Players who use it are expected to demonstrate good conduct, and not to game ruin others. If a player fails to uphold good conduct while using their magic permissions, lore staff reserve the right to have those permissions removed.
There is no time requirement to progress between each level, but it is expected that sufficient roleplay is done at each level to warrant progression. A character who self trains and never uses their magic to do anything substantial may find success in becoming an adept, but will fail to truly master the art.
Types of Magic
Elemental Magic - Elemental magic covers multiple areas, and draws from Reveia itself for its power. The fire dancers of Sadaf are known to practice a potent form of it, and have a high level of affinity for it. A player looking to practice elemental magic must select a single element to draw from out of the following options:
- Water (Covers ice as well)
- Fire
- Earth
- Air (Covers lightning as well)
Life/Light Magic - Life magic is drawn from a the Plane of Life, generally seen as a force of good in Reveia though the description is not altogether accurate. Life mages are known for using light in their spells, the direct antithesis to dark magic. They are healers, often used to cleanse curses and sicknesses from those in need. Powerful life mages are seen as angelic beings, and sometimes worshiped by the druids of the forest.
- Dark Magic - Dark magic is drawn from the Four Realms, generally referred to as the Plane of Valthour. Throughout Reveian history, dark mages have been responsible for calamitous invasions from extraplanar entities and demonic incursions. Under this umbrella, necromancers, shadowmancers, and blood mages derive their power. Archmages from this discipline are powerful beings of entropy, attracting malevolent attention and tying their souls to the darkest of gods.
- Astromancy - Astromancy is a form of elemental magic, in that it derives from Reveia itself. However, the form and function of it relies on ritual and myth. Astromancers are known to call the power of the stars themselves, able to manipulate and use gravity to their advantage. The Church has hunted Astromancers to almost extinction, believing their pagan practices to be very dangerous to the function of the Church. Archmage astromancers are typically seen as gods and deities in rural villages.