==== Magic ==== Magic is the vital life essence of all [[Gembounds]]. All living creatures within the cave wield magic to some degree, as it is necessary in order to survive the conditions of Origin Cave. Magic is bound primarily to a stone or [[gem]] that is part of a creature's body - in order to be magically charged, a creature must have a stone or gem attached to them that is infused with magic. It is the foundation of their power, the basis of their existence. ((http://origin.soundtrack-howl.com/guidebook.php#5)) ==== Source and Fuel ==== Magic as it exists in Origin Cave seems to emit from, or concentrate in, [[The Spire]], which may have been created or charged by a powerful being from outside the caves. ((http://origin.soundtrack-howl.com/showthread.php?tid=6112&pid=48832#pid48832 GM Post regarding possible Spire origins)) The energy a Gembound uses to fuel their magic is known as [[Magicka]]. Magicka runs out as a character uses it, and replenishes with rest. A Gembound who has run out of magicka may be completely unable to cast, or find their spells fizzling. Magicka is noted on an out-of-character level with the symbol: ʡ ==== Magic Classification ==== === Elements === Magic is not a boundless energy formed from nothing; it is given by the essential forces of existence. Magic can therefore be divided into twelve vital elements. ((http://origin.soundtrack-howl.com/guidebook.php#5 Origin's Guidebook's Magic Section)) Some magic, however, is classified as [[Non-Elemental]], as it draws from multiple elements at once; examples include recovery and reproductive spells. These elements are [[Fire]], [[Water]], [[Energy]], [[Plant]], [[Animal]], [[Fungi]], [[Prokaryote]], [[Earth]], [[Light]], [[Electricity]], [[Pressure]], and [[Arcane]]. ((http://origin.soundtrack-howl.com/guidebook.php#5 Origin's Guidebook's Magic section)) Spells from each element tend to share a similar theme; for example, Fire magic is primarily heat, smoke, flame and explosions, whereas Arcane is a more esoteric magic that deals with the power of the mind to move objects, visit another's dreams, and read minds. Each Gembound starts off with an elemental alignment, and a single Low-Intensity spell of that element. They earn magicka primarily through experience (via creating and posting in threads). This magicka can then be spent in the [[http://origin.soundtrack-howl.com/newpoints.php?action=shop | Magicka Shop]] to learn new spells, even those of other elements. === Spell Types === Magic spells can additionally be classed by their [[Spell Type]]. There is a three-tiered system defining how powerful a spell is (Low, Medium and High Intensity Spells), and a classification system to determine what purpose the spell serves. [[Offensive]] spells are generally used for attacks, for hunting, and for causing damage. [[Defensive]] magic protects the caster, or a target, or improves their capabilities in some way. [[Transformation]] spells change some aspect of the caster or a target, for example a Gembound's color or shade, and are usually temporary. [[Manipulation]] spells change the environment in a way similar to Transformation spells, and can be more permanent. [[Detection]]-type spells usually allow the Gembound to gain information on the world around them, outside of their normal five senses. ==== Level Paths ==== Not all Gembound focus on magic use. Some focus instead on physical combat, and some utilize their intellect as a weapon. Other Gembound concentrate on learning and improving their magic use. This has led to a classification system called "[[Level Paths]]" to define which path a Gembound has taken, and how far along they are. A beginner caster is known as a [[Fledgling]]; all Gembound start off as this. An intermediate magic-user is known as a [[Pupil]], and is farther along and more skilled in wielding their spells. A [[Master]] has reached the pinnacle of magical learning and knowledge, and can be a formidable opponent in battle, or a powerful ally. More information on advancing level paths can be found in the [[http://origin.soundtrack-howl.com/showthread.php?tid=7 | Update Me]] section of the Origin site. The higher a Gembound's capabilities, the less likely they are to fail in a spellcast. Likewise, Low-Intensity spells are easier to succeed with in casting, while complicated High-intensity ones are more likely to fail or even backfire. Many of the High-Intensity Spells can be very dangerous for a Fledgling to attempt.