Magic in Altosole

The source of magic is hotly contested among scholars of the art. Some believe it stems from the gods themselves and is a remnant of their power to create and destroy. Others believe it is an interaction between the planes and that magic is the force that binds the planes together. There are as many schools of thought on the source of magic are there are on how to use it.

Using magic in Fragmented Providence comes down to one’s school of thought. Like different languages can have different ways of saying the same thing, but mean the same thing, so too do different schools of magic have different ways of reaching the same outcome and shaping the same magic. Typically there’s two main kinds of magic, Arcane and Divine. An arcane user draws magic through their own force of will, and Divine casters call upon their belief in the gods and draw out what presence of their gods might remain in the world, or just act as a vessel for some of their gods will to act on the world.

Within the arcane, there are wizards, sorcerers, witches, warlocks and all manner of purely arcane practitioners, as well as alchemists and artificers who draw magic through the physical world by making magical objects or mixing powerful potions. Arcane magic usually involves ritual and preparation, though some casters can use magic purely through inborn talent like sorcerers, or creatures like dragons, planars, and fae. Arcane magic always stems from one’s will or one’s bloodline however.

Divine magic takes different forms as well, with priests and paladins comprising the majority of those who use divine magic, and druids and shamans drawing on nature itself and their connection to it. Divine casters always share a common belief in a higher power than themselves, and so act only to channel that power through their bodies rather than trying to control it. To learn divine magic, one usually spends more time forming a connection with that higher power, proving ones worth and giving one’s will over to it.

No matter the source or practitioner, magic remains powerful in the world, and shapes it at every turn. There are powerful ways to use magic, but the best way to learn it is to find an organization which can teach it. The Arcana Academia is the primary source for arcane magic, and the Grove can teach nature magic. With the decline of the gods, divine magic dwindles in practice, but if one were to find something to believe in, it is possible that one could form that kind of connection.

  • Psionics is an art that straddles a rather fine line. The source of psionics is the willpower of an individual, which makes it mostly in line with Arcane magic. Unlike Arcane magic, there’s no ritual and the forces it controls are harder to manipulate like arcane magic. However, like the interaction with arcane and divine, psionics is considered part of the same world of magic, but a different source. A spell that would protect one’s mind from magical mind reading would work the same against psionics, just as a psionic fire manipulator could effect a fireball thrown by a sorcerer.

Divine Magic Without Divinity

Without the gods having any direct impact on the world one type of magic has suffered greatly. Divine practitioners have become very rare in the world, but do still exist. In order to use divine magic, one has to have unshaking faith and belief in the gods without having any ability to communicate with them directly. Without being able to commune with a god, it is hard for most people to gather the level of faith it takes to channel true divine magic.

Celestials and Fiends can channel divine magic as they are born of the gods directly and infused with it from birth. They can still act as psions of the gods who created them. There are also still sites in the world where the gods once interacted with and left a piece of themselves behind. Though divine users cannot speak to the gods in these places, they can feel them. In these places a divine caster like a priest or a paladin can find peace and learn to harness divine magic or refresh themselves.

Magic Items

Something to keep in mind when using magic items, we expect that magic items are treated with some amount of caution. Magic to solve every situation can cheapen the experience of roleplay. Typically if an item is used for a purely fluff reason (such as a cloak that protects you from being cold in winter) or an illusion to protect your identity, it is fine to receive it through RP and simply use it as a means to further your roleplay.

If the item is something more powerful, such as a Holy weapon, or a magical weapon with a Fire enchantment, this could only be received by going to roleplay with players who are given the go ahead to produce these items. The Arcana Academia is a place you would want to go to get a hold of these kinds of enchantments.

Items which specifically break the sim’s rules in some way, such as granting a bonus in combat, or being able to circumvent a rule like Demons walking onto consecrated land will have to be granted by staff. It is possible that a roleplay on sim could grant this item, or it could be achieved through an event. These kinds of items will be tracked in the HUD’s inventory system, and may be required to be shown as proof of ownership.

  • Magic has many uses within the confines of combat, healing, magic item creation, and your own personal roleplay. There are many other types of magic like mind altering magic and the like which have no prescribed rules. If you want to include these types of magic in your roleplay, it is on you to seek consent from any other player you use your magic on before doing so.