Introduction: The power to manipulate the world, or to just enrapture an audience, that is the power of what is called “magic.” The power in question has many names in many place. To the Dwarves and to the Noslians, it is called The Blessing, believed to be a divine gift to mortals by Sarvo, so that they too could manipulate His wonderful world. To the Jorlanders, is is The Charm, an alluring trick set by Daemons to entice Humanity to stray from nature to play god. For those in the Ardrian Conglomerate, it is nicknamed Arcanae, a rather secular view on the power. It is important to note, however, that they do see it as a gift from God- this does not extend to Alhuids, who, much as the Jorlanders do, believe it to be a trick to stray from His word. For an Orc, magic has no name, simply a power used by cowards who cannot fight, which contrasts with the Elves’ view on it. The Elves call it the Aurora, a power that can and should be used by mortals to advance, a view shared by the Tang to the east. The Dracc, on the other hand, care not for the craft, seeing it as just as insignificant as smithing. While they do have magicians, it is simply a basic profession to them- something insignificant. Risks: As fantastical and amazing as the magical arts are, they also come with a sort of risk to them. This risk is known as Flux, which is split into the mental, Warp, and the Physical, Taint. When one performs magic incorrectly, or overexert themselves far beyond what they can safely do, these ailments can occur. When one enters Flux, their body is twisted, sometimes a minor scar, and sometimes into something unrecognizable, a monster, if you would. Similar things occur when one’s mind enters warp, a state of instability- a state similar to insanity. These conditions are caused when one comes into contact with Taint, a substance formed from unsafe magical practice. (Although, there are instances of naturally occurring Taint, but it’s fairly rare.) Taint can be removed by being dug out and being contained safely, as it does not spread or corrupt unless it is put into contact with a living thing. Primal Magic: The first is Primal Magic, the naturally occurring version of the two. Occurring in one percent of the population, this form of magic is considered by many to be a unique trait, identifiable by an unusual colouration of the eyes. A spell, or technique, as it is properly called, is typically cast from the hands and is an outwards flow of “outlook,” a literal projection of one’s personality. Because they are an outlook, rather than a collection of theorems, it is unsafe for one to use more than one discipline and will lead to warp or even flux if not careful. The reason for this is due to the Essentia Gland, which only those born with Primal Magic possess, which seems to only be able to utilize the forms of Essence that coincide with the mage’s personality. A list of disciplines are as follows: Igni Passion, anger, and optimism. These are what leads to the discipline of flame. Those who follow this aspect of primal magic are capable of manipulating flame to their will and can generate, as well as manipulate, heat at advanced levels. It is said that a master can even utilize their body in this manner. Aqua Those who take the flow of all things and recognize themselves as a “part” of this flow will utilize Aqua. However, it is not so much pessimism about their insignificance but rather that they understand the impact they can have as a result of being part of this flow that allows them to control water. As the name suggests, those who use Aqua can create and manipulate water and can control other liquids, to an extent. If brought to the advanced levels, they can also control living matter- although this is very much illegal. Like Flame, one can use this on their own bodies, if they are a master in it. Aer Those who see the “flow” of the world and realize that this flow can be used to one’s needs will use Wind as their choice of primal magic. As the name suggests, adherents of wind can control the air and winds. Along with being able to literally blow your opponent away, one can also control the weather to an extent, being able to form clouds from their hands. Advanced forms can also control pressure and, to an extent, even modify the air that you breathe. A common usage of wind is a form of limited flight, though you do become weightless if it is attempted. Terra Terra comes from the determination of the users, those who seem to be “thick headed” and with strong personalities tend to choose earth as a choice of primal magic. As the name suggests, Primal Terras are able to control the earth and things within it, so long it doesn’t go out from its pure state (For example, Terra mages cannot control metal and just barelly can control glass or gem formations) they can raise pillars of earth, sink people in sand, and so on. Ordo Ordo comes from the view of righteousness and order. However, this is what the individual views as such, rather than society. Primal Ordos tend to be quite manipulative and intelligent. With order, one can not only “organize the world” or the like, but they can also, if they are skilled, make this ordo solid, to an extent. Advanced forms of ordo can even allow one to have its properties! Perditio Entropy represents the recognition of the flaws in this world as something inherent and the entropy that coincides with it. In layman’s terms, this discipline is essentially the reverse of Ordo, and can do what amounts to the reverse of any of its techniques, as well as some similar ones to the latter.