Overview: Almost two millennia ago, a powerful and ancient Dragon named Yharon passed from the world after being punished by the gods for attempting rebellion. The beast's demise eventually brought Algo's magic into fruition through his spilled blood, which seeped into the ground and began spreading various forms of magic all around the world. Over the millennia, life in Algo began to adapt to the new power, and most beings developed an organ known as the Index Arcanum, a small organ next to the heart that stores a liquid form of Spirit Energy. Through this organ and its many adaptations through the species, the races of Astiria and beyond are capable of harnessing magic in various spells or incantations.
MAGIC’S STATES OF MATTER
Spirit Energy (Gas): the purest form of spirit energy, a colorless, highly energized gas-like substance. It can’t be seen, smelled or tasted, but it can be felt with a bit of focus. This is the least powerful form via being the least compressed.
Mana (Liquid): the liquid form of Spirit Energy. Mana forms in pools of water where the spirit energy concentration is high. Mana can also be stored in the Index Arcanum, a small organ next to the heart that most intelligent races possess. It burns faster than magicite.
Magicite (Solid): Mana compressed into a crystal is called magicite. Magicite on its own is colorless, and is distinguishable from the likes of diamond or other colorless gems by two things: a soft glow emanating from it at all times, and the fact that it always generates in pure crystals as opposed to rough ones. Depending on the climate and other factors, magicite can take on other elements and colors, and gemologists apply different names to elemental magicite: Pyra, Fulmen, Aurum, etc.
Black Mana (Depleted): When magic is cast, it leaves behind a residue called Black Mana that must be given time to recycle back into Spirit Energy. Side effects on intelligent life forms from too much exposure includes dizzyness, memory loss and, eventually, mutation into a feral creature. For non sentient creatures, the process is much quicker. Effects on the environment include morphing vegetation into prickly, poisonous plants that inject more Black Mana into the air or into other creatures with their spines. Very hard to reach a state such as this, unless multiple powerful spells are cast in rapid succession.
Pyra: Easily the most common form of Spirit Energy in any form, besides its base form, Pyra Magicite has seen commercial use as a replacement for coal in steam propelled vehicles. In all three forms, it can allow the user to harness the power of Fire.
Cyri: Less common than Pyra, but its liquid form has seen use in iceboxes and other preservative functions. In all three forms, it can allow the user to harness the power of Ice.
Fulmen: This erratic form has seen use in the Light Rail system in Lindblum, generating a magnetic field for the trains to “fly” through. In all three forms, it can allow the user to harness the power of Lightning/Thunder.
Ventus: A variant of Spirit Energy that is incredibly buoyant in the air, which has caused some issues with mining it(totallydidn’tsendpeopletothefarthestmoon). This nature has aided in countering the weight of some larger airships such as the Hilda Garde. In all three forms, it can allow the user to harness the power of Wind.
Korr: Solid and resilient, Korr is one of the hardest forms to work with unless the one working with it has Earth-oriented magic. This variant has seen use in construction, providing support to the most artistic designs with even a miniscule amount of it. In all three forms, it can allow the user to harness the power of Earth.
Zoua: A very soothing variant, its liquid variant has seen use as a water cleanser in sewers, and as Magicite, an infinite water source. In all three forms, it can allow the user to harness the power of Water.
Feconi: The only variant of Spirit Energy that may be considered more tough than Korr, Feconi allows for the conjuring of any known metal, which makes this rare variant highly sought after in both construction and artificing. In all three forms, it can allow the user to harness the power of Metal.
Vitae: Another rare variant, this form has seen use among Druids, Rangers and even some Psychics for the power to mentally connect with both nearby flora and fauna, as well as Restoration Mages for the embedded reparational properties. In all three forms, it can allow the user to harness the power of Nature.
Aurum: Bright. Dazzling. Beautiful. These are just a few words that describe Aurum, which has seen all three forms in use in entertainment, such as light shows in concerts. In all three forms, it can allow the user to harness the power of Light.
Umbra: A naturally very dark variant of Spirit Energy both physically and use-wise, it often sees use in tinting windows and, on the flipside, serving as cores for Dolmens(anchors between planes). In all three forms, it can allow the user to harness the power of Darkness.
Tempor: One of the rarest variants of Spirit Energy, allowing the user to harness the power of Time.
Cozze: Another unbelievably rare variant, allowing the user to harness the power of Space.
Holinum: A variant of Spirit Energy that can only be found growing in the Astral Plane. Often times, solid pieces of this break off and fall to the Astirian continents, giving them the nickname “Sky Shards”. Kitsune often seek these to unlock the spirit energy stores within their tails, should they ever become inaccessible.
Kreka: This shady variant of Spirit Energy can only be found growing in the mid-to-low levels of the Abyss. Not much is known about this variant, other than the fact that the Shroud’s power is based around it.
Venecite: A supposed anti-magicite compound, this is capable of sapping any source of Spirit Energy it contacts, including the Index Arcanum. Which is, unfortunately, why most Kitsune Poachers prefer to use weapons laced with this.
Auracite: The only variant of Spirit Energy directly associated with summoning. It can store powerful souls and even revive lost ones. This makes Auracite popular among not just Summoners, but Necromancers as well.
Deicite: “Blood of God”, as it’s often called. The immense power behind this variant goes hand in hand with its rarity; only two beings have ever been known to use this. That being Graham himself, and an unnamed wizard. And this unnamed wizard is the very same that would accidentally start the string of events that would eventually culminate in the Great War. Also serves as the core for recycling Spirit Energy.
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