❗ Some of the Rules and Guides, as of writing this 06/10/2025, are not final until this message is removed; they are subject to change.
“I wish for infinite wishes.”
— Gullible Fool
Magick is the abstract force that weaves through the fabric of Azura. It is an ancient, potent energy that responds to will, knowledge, and form. Magick is not simply a tool, but a discipline, a language, and sometimes even a pact. Everyone can use magick in some shape or form. Still, those who tap into their very soul's core can bring out their true potential and utilise this primal essence of reality, which can bend natural laws and shape the world around them through various methods of channelling that unlock once they have locked into their desired form of magic.
Though magick itself is singular in origin, its expressions take on various forms. The three known forms where it is harnessed are Spellcasting, Divinity and Artificery. Each form has its strengths and weaknesses.
Opposite from magic, there is Grounding. An individual may undergo a process formally known as "Severance" to permanently sever their connection to magick in exchange for enhancing their physical capabilities.
This page covers the fundamentals of magic, such as Attunement & Severance, Mana, and their respective Mastery.
Attunement, also known as Vitae, is the process by which an individual aligns their mind and body with reality, granting them the ability to shape it with their will. This transformation marks the critical threshold between a non-mage and a mage. Attunement is neither instant nor easy. It requires intense mental and physical training, as well as emotional maturity. As such, it cannot be undertaken by anyone under the age of 16, as younger individuals lack the psychological readiness necessary to engage with magick responsibly. Once Attunement is achieved, the practitioner becomes permanently bound to a specific aspect of reality, gaining access to only one or two forms of magick. This bond is for life and typically cannot be altered.
For Grounding, this process is known as Severance. This attunement to Grounding occurs when a non-magic user drinks a liquid known as Grounding Elixir to permanently sever their inherent connection to magick in exchange for enhancing their physical capabilities. This six-hour process is painful and distressing for the individual undergoing it.
However, Attunement is not a one-time effort; it demands continual dedication. Suppose a spellcaster fails to practice their magick regularly or neglects to exert sufficient mana (magical effort or will). In that case, their control will begin to wane, eventually leading to the complete loss of their magical ability without the chance of using magic or Grounding again.
Mana is the intangible resource from which all mages draw their strength to cast spells. Though it has no physical form, mana represents the raw energy used to impose one’s will upon reality. As a mage deepens their connection to their chosen elements and sharpens their mastery, their mana pool naturally expands—growing steadily and, in some cases, exponentially, until reaching the pinnacle state known as Ascendancy.
A mage’s total mana capacity is influenced by several factors: intelligence, willpower, mental stability, and physical health. However, frequent magick use comes at a cost. Channeling mana places strain on the body, gradually depleting resources such as body fat and muscle mass. As a result, maintaining a healthy diet is essential for active mages & grounded individuals. It is common for mages to consume energy-dense meals before extended periods of casting.
*All magick & grounding have (roughly) the same power scaling. The most a master of a magic level may be able to do is as much as 5 knights or 5 archers may do to someone.As time passes by and mages become more powerful in their magical field, powerful spellcasters see their flow of mana significantly impeded by external materials, particularly those of higher levels (Proficient+). Heavy armour restricts this flow, making it nearly impossible to cast spells for a high-level mage while wearing metal, stone, bone, or certain enchanted substances. Max-level mages can only cast reliably while wearing light protections such as a 20-layer gambeson or boiled leather armour.
Materials such as wood, metal, and similar dense substances gradually interfere with mana flow when kept in close, prolonged contact with the mage. However, this interference is not immediate. It typically takes sustained exposure—around 30 minutes—for these materials to fully suppress the ability to cast. This means tactics like encasing a mage in rock or wood are ineffective unless maintained for an extended duration.
This rule also applies to armour created purely through magick, such as stone or ice. Regardless of their origin, any material that disrupts the mage’s connection to mana will, over time, inhibit spellcasting.
Below is a list of each level of Spellcasting, Divinity, Artificery and Grounding. Each level is achieved by getting approved through the Staff team, as specified. This sets a minimum time limit for people to learn spells, know how to work with magick, and develop their character.
Emergent | Acolyte | Non-Artificer | Apprentice
Emergent magick users require no approval and can be freely roleplayed. They are just starting to learn magick or Grounding and know only the most basic spells.
Developed | - | Apprentice | Adept (SINGLE MOD VOTE)
Developed magick users have made considerable progress since recently commencing. They can utilise most spells within a specific path, but have a long way to go before mastering them.
Proficient | Disciple | Expert | Expert (STAFF VOTE)
Proficient magick users have made significant advancements in their field and have become more powerful, able to utilise most spells of their chosen magick.
Ascendant | Herald | Master | Master
Ascendant magick users have unlocked all powers and maximised all their skills. At this point, they have mastered their magick or grounding speciality of choice to the best of their ability. This level is staff-voted across all progression systems.