During the events known as Wheels of Time, Charmix sucessfully ridded the world and entire dimensions of it's magic, putting a cosmic balance one sided, but all the magic she took from Hymesi, the force which brings the mystical energy present in all worlds and realities, she affected the balance of nature. As a result of she killing the force of true magic, it caused a catastrophic event that left her along with other mages dying, their body decomposing into ashes as well as channeling the power of all magic, essentially robbing everyone and everything of mana. Using most of her powers, she restored the broken realities and dimensional plane and successfully repaired the rift that enshrouded the physical plane. To save all those and one, The Champion, she used the remaining of her empowered magic to bring back the life of a dying Olympian warrior and fix the errors of the world, unknowingly she linked the essence of three people, Umbra who represented mind, while the Champion represented body, and Charmix herself represented soul. The three fundamental forces that allowed her to complete the spell. But her actions did not go without flaws when the world was restored and anew, nature interfered and set the consequences for which she paid for destroying the cosmic half of the universe in term warped it's lost sister: magic. Magic was restored but altered with new sets of rules on what witches can now and not do in terms of using the mystical energy that they were given, endowed, or born with.
To make this clear, there is no definite supreme magic god or goddess. But rather a patron serving as a higher priestess or priest such as Isis, ect.
In truth magic has no colors, there is no white/light or dark/black magic. It is essential the same force being played, but one would categorize it to give it a dramatic feel to distinguish it by whom is using it. Magic itself knows no colour, it is a primal force as much as fire. Fire can warm and it can burn. Since humans need a reference to relate to and an established systems to learn to guide the magic to create a desired effect. Magic is a neutral grey form of energy present within the universe. It exists as one with nature and its law. Magic and it's uses are self varied by the practioner and caster, all magic is passive but when spells are more aggressive and harmful it is then categorized as "dark magic" due to the nature of it as well to distinguish it from other spells, which is when the "right-hand" and "left-hand" path comes into play (read hoodoo section to know more on the left-hand and right-hand path). Magic users all draw from the same source but filtered through their self, their mind and philosophy for it to get a certain form. Requiring extensive dedication to master or use the arts, something that is not easy, but some might pick up a few survival spell here and there.
Said previously, generally all magic is the same, just used for different purposes. It just goes on the mind state of a person, them seeing it as bad or good, but in the end it comes down to those who use it for what ever reason. The role of shaman, druids, witches, Miko priestess, ect. all named different in every culture and religion but still rely on the same thing: magic. Though their methods of doing so is different and so is their concept and beliefs, but its the same universal force their utilizing. Of course some religion or culture magic comes with limitation, Wiccan are normally bound by the "Three Fold Law/Karma", while Pagans are not. It just gives them a set of morals and how they should use magic but is not the actual limit to what the exact rules are. Natural born witches have an internal spring of energy unlike practioners who rely on the limited energy given to them, which in simple terms, natural born witches are capable of using more magic than practioners as well as having their own unique gift that is special to them (ex. a natural born witch own innate gift is to manipulate fire by sheer-force of will while a practioner could not do the same unless a spell is provided).
The Olympian Champion
...more coming soon.
All magic practioner should have the standard skill that applies to all unless the person themselves don't want their character to have so. As they therefore choose to follow a more discipline form of magic (will list some examples below).
Spell-casting: The ability to cast spells to affect and cause effect of their desire intent. Combine with serveral methods to form rituals to conclude to a more stronger usage. Rituals are more stronger than the standard spoken spells. Your voice on spellcasting can be unique such as my character (Charmix) who has Logomancy, which is an inherit trait that allows her to cast spells by saying her intent backwards. Some people can be unique as to having rune/sigil-casting which involves more on the artistic side of magic, writing down symbolds in pattern of complex nature to cast an effect. I know there's some people in the vine who might feel incline to have their own diverse spell-casting method, so please tell me and I'll list them down, as to yours' only, unless you let another possess the same gift from your consent. Though the standard spellcasting are one's spoken in your typical rhyming scheme, Latin, or any other foreign language. The language of magic is many, it's up to you to come with your own if you want, but just be reasonable please.
A common discipline that most witches follow. This practice stems on using the elemental natures itself depending on the practice commonly those utilizing the classical greek elements being earth, fire, water, and air. Elemental witches are capable of casting spells under the elemental jurisdiction as oppose to other witches using other brand or the normal magic and communicate with the spirits of nature. The main set back to Elemental Magic is the available resource for a witch to use, they can only manipulate not create, unless of course they use a spell to act as a catalyst. But do to their teaching such spells are again needed with resource to use them, (ex. an elemental witch can manipulate water even if no lake beds or present visible water is available by pulling water from the air, though logically only to receive small portions. So when pulling water from living things, they tend to wither and die for quite a large area for a relatively small amount of water, which is the price and exchange) also summoning an elemental feat such as a tornado would kill a witch without proper necessity. A witch can limit themselves to one element as oppose to all to gain more strong hold it's element.
A more time-consuming magic that focuses more on intricate design and layers of geometic shapes and symbols to cast spells. All alchemist use this function of magic to perform transmutation on a limited scale as well as using spells involving protection and evocations and the likes similar to it. Exactly the same to magic involving runes and sigil but in a more complicated method since it dabbles with conjoining the symbols along with shapes, the caster is able to perform the same feats as normal witches as well they follow the simply rhyming scheme to cast spells. The typical uses for the spell to be crafted is inscibing so in the ground or any other material to show the mystical symbols. Hermetic mages are more inclined to focus greatly on divination through the use of tarot cards and other scying methods. Thought the truth of this comes from the teachings of Hermeticism from Hermes Trismegistos. Hermeticism is an ancient spiritual, philosophical, and magical tradition. It is a path more of the spiritual growth. Blending many practice and philosophical keys into one.
Magic that is bestowed upon or enchanted on an object with specific usage. A talisman and amulet differs in terms of what their used for. An amulet is one given with a specified goal of power to use in minor ways, such as deflecting negative energies and bringing in more positive energies, it's only goal is to protect the wearer from devious spirits or beings as well as magic use in an aggressive way. Though not all amulets perfects to it's usage, it's properties (if it were shielding from magic) can be broken by a powerful spell, something stronger than the power that lies within the amulet can bypass it while the lesser cannot. While an amulet is use for protection, a talisman is an enchanted object place by a witch or a supernatural force (spirits and gods) that brings power to the beholder. One holding an talisman with special property can vary with it's uses depending on what or who has casted the object providing invisibility, minor glamour, to out right the power of a god or goddess. All enchanted objects gifts and power are minimal minus those from the gods and Excalibur itself, depending on how much energy was use and deposited within the talisman or amulet the more the user benefits from using them. Talismans and amulets are a great asset to witches treating more than jewelry but more of a prize possession. Disenchanting or destroying amulets and talismans can prove tricky depending on how the spell was weaved into to it, it can require a simple spell to complex rituals, or some cannot be done at all without proper methods, energy, bodies. Whatever or whoever set the spell in the first place always knows how to rid of it's effect, but doesn't mean other's can't as well, it leads to person having to find the right flaw and strike at it, thus the spell will shatter. Crystals and other earth form minerals are a powerful form of conduct for stored magic with their ability to store vast amount of magic, but they can loose their power as well depending on the count of usage, similar to batteries, making crystals a form of magic batteries.
A more passive line in terms of of their position in the magic realm. Tengerism is a animistic religion found commonly asscociated with Native Americans, countless places in Asia and Asian tribes, and some parts of Siberia. This path focus on the soul and spiritual concept through the use of magic, in which one is able to attune with the spirits of an individual or all planes, opertating more on the spiritual plane as oppose to the physical plane. Practioniers and high priest of this path are and so much similar to the lesser counterpart, elemental witches, can attune and feel the elements of nature "alive" around them, but they are mainly healers. Every single thing in the earth has a spirit within them which gives shamans who has the already innate or trained gift of communicating with spirits of all sorts and even the decease. Unlike the traditional witch, they seldomly use magic in a sense of harming, but more of protection and banishing negative malevolent spirits and rituals for blessing, luck, prosperity, fertility, and can also inspire curses among others. They are able to interact and counteract any enchantment place on others through the usage of spirits, but can as well resort to using the standard magic. They are known to scy to tell the future by performing the common bones/runes method and other forms of divination. Thanks to their psychic gifts they are empath in the psychic division, able to hear and feel emotions and rid one of so, depending on the person's skill empathy, usage varies and have connections to animals since they are creatures of nature. They are capable of astral projecting, by entering a trance in which they can cross planes in the spirit world to recieve messages, possess a person's body to either use of heal it, or guide lost souls. They are limited to their connection with the spirits around them and totem/amulet/talismans they employ, some spirits will resist and ignore a shaman's call for aid in certain work and some spirits are incredibly strong and devious to remove, thus will take more spiritual energy from a shaman. A shaman cannot in any way bind and control a spirit to do things against it's will without it's consent, but rather ask and negotiate a compromise, for it's service. Which requires an offer such as tribute and sacrafice to feed the spirit as well as the energy used to summon the spirit in the first place. This is the reason why shamans will pay respect and tribute to multiple spirits to gain favor and power to use them in their work whenever, some spirits are hard to please while others are not. Also the more time a shaman remain astral projecting to try and bind/contain/rid of the spirit, they risk the physical and mental strain to stay active which can cause them to suffer the same consequences as witches do, as well as becoming brain dead without a proper mind.
Most commonly confuse with the religion of Vodou/Voodoo, but their method of practice is similar in magic. Hoodoo focuses on the "left-hand and right-hand" path of magic. The "left-hand" focuses more on self and personal goals, using magic to accomplish whatever task they wish, because of this some generalize them as bad and users of black magic, while the "right-hand" focuses on protection and healing for oneself and to others, the good side of magic and generalized them as users of "white magic". Regardless some practioners follow one set while some follow no suit but think to remain in a neutral ground. In truth it comes down to one's perspective on how they view things, so the majority consider themselves neutral and grey, the balance. Like Tengerism they focus on spirits, the Iwa, but believe in one god, Bondye. They used the callings of the Iwa since the Bondye is unreachable, aiming their prayers to their specific Iwa for a number of causes. Practioners of hoodoo allows them to access magic to cast spells ranging from prosperity, luck, love, curses, divination, healing, and necromancy through prayers, chants, songs, and all adding up to rituals. With necromancy they can communicate as well as receive more precise or specific divination from spirits such as shamans can and communicate with their ancestors. Herbs, potions and other natural resources are used in this path. For variety sorts of puporses such as healing or instilling an illness if drunken. The use of poppets are also important in the work of hoodoo, as poppets can be used to help as well as injure a specific person. Though poppets are easily countered by numerous forms of magic and limited to having a personal belonging to a person, it is still effective to use if the victim is unaware of it's use. Hoodoo cannot in anyway raise or resurrect the dead, it is beyond their power to do so, but it is a key in doing so. They suffer the same weaknesses like witches do if they excert to much magic. Due to hoodoo's great emphasis on an individual's magical power, its basic principles of working are generally felt to be easily adapted for one's desires, inclination and habits as oppose to others, but does not mean they won't be incline to helping.
Also known as Divine Magic or "Path of the Gods". There are three routes in which this magic is applied, one being the standard prayer/chant witches use to invoke an action or to evoke the power of a particular god or goddess of a desire patheon and employ their power, at their consent, to empower their spells that fall under their jurisdiction. The second is a more rarer form then the first, this is power gained by acting as the physical vessel or foothold for a specfic diety on the physical plane. In doing so the user is granted with immense powers that varies, once again depending on who the god/goddess is and what falls under their jurisdiction as well as, for in the case of witches, their magic reserve is greatly amplified. Allowing them to perform magic for a longer period of time and cast stronger spells, with it slowly taxing from their reserve (ex. Nozomi/Enchantix is the physical avatar for the Sun Goddess Amaterasu allowing her to perform spells at a higher potent that deals with the elements of light and healing. Also allowing her a greater magic pool for her to channel.). Pushing Divine Magic past it's limit will ultimately effect the host and begin to crack the shells of their physical body, as human beings are not meant to house the power of a spiritual being or gods. Since the being is channelling the energies given to them, like witches, channeling too much magic at a given time will cause magic to work against the witch/host and ultimately kill them, but first suffer from the common physical side-effects of magic, if the user ignores the limitation that is when death comes to claim them. The third use of Divine Magic is the ability to summon creatures and spiritual entities from another plane of existence. Summoning is a deadly and dangerous form of this magic, it requires immense skill and power store within a witch to do so, once a witch summons a creature he/or she must then place another form of magic, a second step requiring more energy, to hold and place the summoned creature under their thrall. This is where summoning becomes tricky if the witch has made it this far, his/her will must be greater than the summoned beast if not then the spell attempt to subdue it will greatly go wrong and the creature is with it's free will. Of course with all magic there is a rule, what one can create can be stop, though sometimes this doesn't apply to all spells. A witch who summoned the creature can send it back or another witch could as well, though it requires the same amount of energy used to summon them in the first. Summoning creatures is time and energy consuming and extremely dangerous, it is considered a form of ritualistic magic as it involves certain ingrediants, prices, gestures, timing, ect. Though summoning smaller and harmless creatures to aid on in spell work is entirely different, the process is more relax as the summoned is willing to play nice though some are mischievous.
Equivalent Exchange. Magic always and will have a price on the user utilzing it. Magic is never free and always have to take something in order for it to be use, an equivalent exchange to ensure the balance of nature. One of magic's limits impose on the user is it's effect on them both physically and mentally. Since magic requires physical energy, in order to function, only so much can be used at any time before one burns it (magic) off, which can exhaust and deplete them, preventing her from using even a simple spell until they regain their strength via resting. If one were to perform a spell that requires too much energy, particularly if they have been straining themselves or using their powers excessively, magic can and will backfire which could lead to physical and mental symptoms ranging from minor cases such as painful headaches lasting to about a week, though most commonly nose bleeding, or not even working at all, to the most extreme being death. Practioners are more prone to death related uses of magic since they do not have the same energy reserve of magic as natural born witches, unless the practioners knows when to stop. Some spells will require a sacrifice in order for it to be use, a spell to heal another can result in the user in giving some portion of their life-energy to heal a wound, the more severe the more energy it draws out. To make it short, doing something with magic takes the same amount of energy as doing it without magic. If you try casting a spell that takes up more energy than you have, you die. Though doing something with magic takes less time than it would otherwise, therefore magic-users can outperform in tasks which are complicated but low-energy (such as opening lock doors, closing door, closing curtain, extremely low-level telekinesis), that luckily have no effect on them. One must always remember the balance factor which requires the user to take into account the consequences and effects of what he/she does, including the price tag that comes along with it.
Certain spells are just flat-out impossible to use and not bother attemtping to cast, because they either take far too much energy, or simply cannot be done. Certains things are restricted from being able to happen (ex. one must never try to bring people back from the dead; beyond death, there's just something that magic has no effect on; an attempt would drain the mage of all his/her life in one go and accomplish nothing. But one who has died from less than an hour can be save but the energy require to do so would kill another, thus is the balance method). Certain spells that target on trying to see the future or the past beyond one's life time is a bad idea as well unless ones' body and mind can withstand the pressue and hold of substaining such immense magic unless the person is a natural seer themself. Shape-shifting can only be used to impersonate another person not an object or creatue, and the experience to do so is greatly painful causing one to suffer immense pain transforming and revertig back to one's original form. A person can only remain in an assumed form for so long before magic claims the price, causing any facial body opening to bleed.
This is to help new comers in the Vine who want to follow the magic role in the Vine, I thought I help with the information and details on what a mage can and cannot do. Setting rules, because of course, rules are fun, so no one can cheat, god-mod, or other non sense and most definitively not become the glorified Dues Ex Machina, if so just die already, jk. =] Hope your guys like it.
I would like to thank Risky so much for helping me and exchanging ideas on this. So THANK YOU LUCKY ACE <3
Will add more soon, when I organize more information. Feel free to pm me on inputs.