Types Of Magic Casters =LINK=
Magic has been around for centuries. Every type of Magic comes from The One Magic, the original source of all types of Magic. Magic was once oppressed and feared, but gradually became an everyday phenomenon.
Types Of Magic Casters
Magic is the physical embodiment of the spirit. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms Magic as a product of the connection. Though Magic goes beyond reason, it is still born of reason and it takes an enormous amount of concentration and mental ability to use it. One's magical powers are also tied to one's life force. Only ten percent of the world's population is able to use Magic, which is noted to keep a balance between ordinary people and those with Magic. According to Zeref, ones strength of feelings places an important part in Magic.
To utilize Magic, a Mage must use the Magic Power (魔力 Maryoku) in their body, which is composed of Ethernano (エーテルナノ Ēterunano), the source of Magic Power for all Mages. Every Mage has a container of Ethernano inside their body that determines the limits of their Magic Power. In the case that it becomes empty, Ethernano will come from the atmosphere and enter the Mage's body and, after a while, their Magic Power shall return to normal. However, recent studies have identified another, unused, part of a Mage's Magic container that contains a large amount of dormant power: the Second Origin (二番原(セカンドオリジン) Sekando Orijin). If a Mage somehow manages to unlock their Second Origin, they will then receive an enormous boost in Magic Power, or they can wait until the right moment to unleash the Magic Power of their Second Origin in order to gain an advantage in the battle. It has been later revealed by Ultear that a Mage can access the magical strength they will possess in the future via her Arc of Time: Third Origin (第三魔法源(サードオリジン) Sādo Orijin); however, after the power fades, the receiver will never be able to use Magic again.
One can also train their own Nervous System and Wisdom for magic, where the former to become a vessel for Magic Power, a way to increase it. Though this would leave some Mages to neglect their physical Training, apart from certain exceptions like Bacchus Groh who channels magic into his hands.
Some powerful Mages (or certain other magical beings) are able to pass on Magics, often the most rare, to other Mages for them to utilize. Doing this leaves a mark in the form of a tattoo on the Mage's body that seems to fade away if they don't have access to the Magic that was given to them. Only four cases of this are currently known:
Rugged and aged in appearance, this wand was designed for those with powerful intuition and an affinity for the magic of the natural world. Its warmth will draw those with strength, courage, and conviction. For the best or worst of times, this wand feels as exemplary as the one who wields it.
Crafted with elegant curves and ornate details, this wand was designed with magical innovators and inventors in mind. It exudes confidence, purpose, and trust, appealing to a brilliant mind that appreciates unusual versatility and adaptability.
Magic items are divided into categories: armor, weapons, potions, rings, rods, scrolls, staffs, wands, and wondrous items. In addition, some magic items are cursed or intelligent. Finally, a few magic items are of such rarity and power that they are considered to belong to a category of their own: artifacts. Artifacts are classified in turn as minor (extremely rare but not one-of-a-kind items) or major (each one unique and extremely potent).
To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity.
Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.
If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.
Some magic items, particularly weapons, have an intelligence all their own. Only permanent magic items (as opposed to those with a single use or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.)
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell and not higher than her own caster level. For other magic items, the caster level is determined by the creator. The minimum caster level is that which is needed to meet the prerequisites given.
A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.
Magic is the most powerful and dangerous of all resources, mystic energies that flow and permeate everything in the Mortal Realms. Traces of their existence is found in nearly every environment, on the wind, bedrock, flora or fauna. Magic is not distributed evenly across the mortal realm, thinner at its centre growing strength as it gets close to its edges, with the opposite being true for the Realm of Shyish after the Necroquake. So dangerous is magic at its edges, that few who visited it have returned with their sanity intact, most not returning at all. Other places also draw more magic to themselves, like geomantic pylons, ley lines, temples and realmgates.[1a][1d]
Some supernatural creatures are gifted with uncanny traits due to magic, like the spirit-life of a Cairn Wraith or the eternal fires of the Flamespyre Phoenix. Sometimes when raw magic meets reality, which might be from a natural process that takes a long time or a great metaphysical process, it solidifies into realmstone.[1c]
The Pantheon of Order originally taught the mortal races how to harness magic, but the Age of Chaos destroyed all records of the formal history of the development of arcane arts. In its place each organisation and races has different theories and legends on where the magic originally came from, many tying it to their own creation myths, and it is not know which is true or if they all contain a degree of truth.[1a]
Magic particles can be refracted into components of different color, with each of these having their own elemental characteristic, attracted to each other by cosmic laws. Each of the eight Mortal Realms embodies magic of a single color or particular trait and, therefore, that type of magic is stronger and easier to cast there, through wizards will have no problems with casting magics of other realms there. Many scholars of the Collegiate Arcane theorise that is attractive force is how the Realmspheres of each Mortal Realm formed. Each race has their own views on how to use the spectrum of magic and how to apply their unique abilities to channel the eldritch force in a way that works better for their kind.[1a]
The magic of the forces of Chaos is unique in that is granted by the Dark Gods using the dark and corrupting forces of the Realm of Chaos to augment the magics of the Mortal Realms. Tzeentch, Slaanesh and Nurgle embrace wizardry and imbue their daemons, their wills made manifest, with abilities that reflect their domains and all other forms of corruption. The Skaven focus their magic into decay-oriented powers and twisted alchemical sciences. Khorne on the other hand despises all magic.[1b]
The magic of Death comes directly from the World-That-Was, brought to the Mortal Realms by Nagash and his Mortarchs, who found a magical haven of amethyst magic in the Realm of Death. Nagash does not share his knowledge with anybody, only those who have become his thralls. And despite this cost, many still seek the death-defying powers for themselves.[1b]
The magic of Destruction, notably that of the greenskin races and the ogors, is often connected to the Realm of Ghur and it's bestial magic. Orruks abilities to cast spells is innate to their very beings, something they know by instinct. For example, Wurrgog Prophets train constantly on how to control, or atleast aim better, the spells that keeps popping out of them. Ogors had to perfect spellcrafting by trial and error, with Butchers experimenting with various recipes and ingredients to activate spells.[1b]
Magic is not easy for mankind and it requires years of study and apprenticeship to master a single discipline. Many devices, artefacts and esoteric machines, were developed by the Battlemages of the Collegiate Arcane, the preeminent faction of human spellcasters, to help with casting. The Age of Chaos destroyed much of the knowledge of spellcasting outside of Azyr, but still some feral tribes passed down the generations some arcane knowledge and practices that managed to survive, through they aren't as strong as a Battlemage.[1b]