There are no spells or incantations that can be learned in our realm. Rather, the ability to perform arcane feats is a gift bestowed upon select souls at the time of their conception. Those lucky individuals are the only ones who can ever call themselves mages. In Saphriel, a person either does or does not have magical potential. Those who are born with the potential have a certain number of magical aspects (1-4) they can be proficient in based upon their race, which allows them to cast all the way up to the divine power level respectively. However they may use all other types of magic up to the medium power level. (See the sidebar for the breakdown. For an example sheet of things that are capable at various magical power levels please click here.)
However, simply being born with magic potential does not make a great arcanist. Much like athletes, mages must constantly hone and train their magic in order for their energy to grow. All casters begin with a very small pool of arcane energy that can be increased and expanded similarly to the muscles of a warrior. Many years of constant hard work and practice are required before any mage can confidently call themselves a master. Furthermore, casting magic requires concentration. Mages will find difficulty in casting during the heat of battle, much more so than during times of calm. Attempting to channel more than one type of magical energy at a time also increases the difficulty and strain on the caster threefold for every added field of magic.
If a caster attempts to push themselves too far by overuse the drain on their magical reserves can cause serious injuries that range from headaches and dizziness to seizures and even death.
Within our system every mage must also have an artifact if they wish to perform arcane feats. Artifacts are catalysts that mages use to channel their arcane energy into magical effects. These artifacts, also sometimes referred to as trinkets, take many various forms which can include things like amulets, rings, staves, tomes, and etc. Each artifact is aligned to a certain aspect of magic. For example, a powerful ring of embers would not be ideal for a mage who does not possess the fire aspect.
Artifacts range in power level from weak to divine. (See the sidebar for the breakdown.) Each tier can only handle a certain amount of arcane energy being channeled through it before it shatters and breaks. Overloaded artifacts have even been known to violently explode. In general weak trinkets are only capable of small tricks like lighting candles or giving static shocks, while divine trinkets are capable of fantastical wonders.
-Dark (Illegal In-Character)
Allows for the general control of darkness, allowing users to change the shape and size of shadows and to even summon physical forms of darkness itself to bind and even attack people. Some other abilities include the summoning of demons and other evil creatures, as well as bestowing curses and the ability to extinguish all light, including light that is created by weaker holy magic. This also includes forms of necromancy such as the summoning, creation, and controlling of undead creatures and monsters. (There is a special method to summon demons that must be learned ICly) (Creating undead requires a living soul to be put in the corpse)
Casters who aspect in dark magic may not also aspect in holy magic.
Consists of blessings and lifting of curses as well as other light based abilities such as summoning light from an object on the caster or the caster themselves (Light created from holy magic is considered "Holy Light" and can be used to help ward off weaker monsters), dispelling dark magic, summoning angels, and healing minor wounds (Cuts, scrapes, bruises). Can also be used to reduce pain, and speed up the healing process. Much like dark magic, healing magic can be used to manipulate light (to an extend). Some examples would be creating shields of holy light, or creating light based objects (arrows, balls, beams), however unlike dark magic, objects created from holy light only effect dark/cursed/evil beings such as vampires, demons, wraiths, and other creatures of the sort.
Casters who aspect in holy magic may not also aspect in dark magic.
The altering of physical properties in the world around you. The weaker forms of these trinkets are often used for prestidigitation effects such as coloring, cleaning, or soiling items in about a 1-foot cube radius. It can also perform some other minor effects such as chilling, warming, hardening, softening, shaping, flavoring, or changing the weight of material, as well as other effects. When combined with forms of elemental magic, it can greatly boost their effects. Unlike the other fields of magic, for alteration to work you must touch the object you are using it on.
Human-Alteration (Illegal In-Character) The physical altering of one's self or others. Can be very dangerous and is difficult to learn.
(Update: All human alteration now needs to be done under the supervision of a moderator+, similar to the rules on thieving. Please contact a member of the staff if you are looking to do human alteration.)
Control over the world’s fundamental elements. Each type of elemental magic is a seperate aspect.
-Fire -Ice -Water -Earth -Air -Lightning
The creation of mirage like illusions, ghost sounds, and phantom like smells and images to distort and even completely trick others.
The ability to move objects at a distance, create invisible force fields, and push or pull objects to you. The weight that can be moved is based on the user's mental strength as well as magical strength, but typically does not exceed far beyond a couple hundred pounds.