Help Topic: Magic

Category: Skills -- This command takes balance and consciousness, and may have other physical in-character requirements.



In Avaria, magic is innately regulated by the fact that most people possess something
called "Grounding". This means that they are grounded firmly in what they consider
reality, and so will have some natural resistance to magic other than that which is
commonly accepted as normal. Charms and hexes, weather magic, divination, and a variety
of faith-based magics are typically seen as "everyday" sorts of magic. But other,
more rare or powerful kinds are generally considered either implausible, or something
that simply happens "somewhere else," to other people.

For those who have begun to open their minds to the vast wilds of magical metaphysics,
their Grounding is gone. Their resistance to magic becomes weak, and the only way to
build it up again is to learn more about magic: knowledge of its scope and boundaries,
as well as ability in the defensive aspects of magic, will provide a basis from which
to resist the magic of others.

Losing one's Grounding can be traumatic and is best undertaken under the kind guidance
of a mentor. In the absence of a mentor, an initiate to the magical world will no
doubt struggle greatly to understand the shift in reality that they have suddenly
become a party to.

There are several types of magic, but in terms of more advanced resistance, they can
be separated into three: mental, spiritual, and physical. Mental magics will use the
Will stat in addition to Resonance, and their efficacy frequently turns out to be a
contest of wills.

Magic resistance may fluctuate slightly day-to-day, but certain effects may aid you
in improving it. You can check your current resistance with the MAGIC command.

Usage:
MAGIC

Note: if you are still Grounded, or very recently Ungrounded, you will not get
much information.


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