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Magic, magical energy, or true magic (as opposed to stage magicians and illusionists) is an observed phenomena that allows certain individuals to bend the rules of science and reality to a limited degree for a temporary period of time. Magic has been observed in only a limited percentage of the Human population (about one to two in every 200 individuals) but nonetheless is clearly documented and an integral part of world politics and everyday life. The few individuals able to control magic and to project such powers are able to do so via a channeling device such as a wand, scepter, or staff, all of which rely on the exotic material Red Matter (Rm) to function.

Some vehicles, weaponry, and technology are powered by Rm, and require magically-inclined individuals to operate.


Human discovery of magical energy manipulation

Magic usage was for the most part extremely limited throughout pre-industrial history. Since all magic requires a catalyst in the form of Red Matter within a channeling device, few were able to construct such tools that would be able to successfully contain the substance, which was difficult to obtain in the first place. The first known usage of magic coincided with the first known successful containment of Red Matter in the 11th century. Ancient wizards such as Merlin were one of the first that successfully contained Areum.

Throughout the following centuries the supernatural tended to be practiced by select individuals belonging to secretive magical wizarding communities, as there was prevalent disbelief, if not outright hostile attitudes towards wizards by non-magical humans.

Middle Ages

Human wizards often came into contact with other humanoid-magical beings, often leading to skirmishes between groups and bitter rivalry between races. These non-human magical communities tended to be in somewhat isolated regions, typically cold, which enabled use of their magical abilities thanks to the cool temperature allowing the easy extraction and refinement of Areum in their homelands.

Biomancy and herbology was a magical study practiced commonly by early wizarding communities. Tampering and experimentation of animal and plant DNA resulted in bizarre and often dangerous human created beasts such as Griffins, Phoenixes, Basilisks, and Pegasi.

Vlad the Impaler used magic to create vampires during his reign of terror, and established the myth of the magical species, despite himself being their creator and not one himself.

Age of Sail

With the advent of international trade and sailing ships that could cross the known world, magic slowly began to become more accessible to the average wizard, with Rm becoming increasingly more common, thus leading to a rise in the population of practicing wizards.

During this time, an unnamed mage in Europe broke one of the most sacred rules in the wizarding community. Biomancy was to be limited to plants and animals 'beneath' humanoids; the manipulation of human flesh was considered to be a grave taboo punishable by death. To this day, magical traces lie heavily in the Anthro-feralis species, which have a higher disposition towards magic than humans.

Scientific Revolution

Magic was studied more extensively during the Scientific Revolution. Many magical theories were developed around this time, such as the concept of subspace. Greater understanding of the natural world helped augment magical power, as magical powers required intent and an understanding of the natural world's laws in order to effectively break said laws.

Alchemy, a magical art related closely to chemistry, became more refined during this period. Other theories, such as the thought that the source of magical energy was the sun were debunked, as thorough experimentation became common.

Biomancy made similarly significant strides thanks to the work of Dr. Victor Frankenstein, whose experiments in reanimation of tissue, while not truly bringing someone back from the dead due to the inability of magic to reverse or cheat death, were still crucial to medical science and understanding of the human body.

Industrial Revolution and Global Revelation

During the Industrial Revolution, the practice of magic became more commonplace thanks to Areum and high quality, inexpensive wands becoming readily available to wizards. Magic began to be practiced constantly and by a significantly higher percentage of people as a result. This boom proved to non-magical people that magic was unmistakably a real thing, and that was now something that general society must address. Proof had spawned on every street corner in front of countless people, including and especially government officials. Magic could no longer be kept separate.

This exponential growth is known as the Global Revelation.

As a result, many governments around the world established magical divisions to address their wizarding communities. An example of this is the United States' Department of Magical Affairs.

20th Century and World Wars

When World War I broke out, many states of course were immediately interested in using magic, and several made specific efforts to draft wizards. The United States did not institute a specialized wizarding draft. Magic was used on the battlefield, with wizard soldiers utilizing their wands and spells instead of the standard-issue weapons, and using their spells to manipulate their surrounding environments to their advantage. However aside from their already-existing abilities, mechanized warfare was still mostly non-magical due to wizards being only a fairly recent introduction to society. This would change in the Second World War.

World War II saw the rise of magical technology in warfare, and magically-enhanced weaponry.


There are defined limits to what magic can and cannot do. Simply put, a constant law of magical power is that it is only temporary; anything that is not possible according to the laws of physics, chemistry or biology will immediately collapse and revert to a state that is naturally possible when the magical energy force sustaining it ceases.

Wizards require channeling devices in order to utilize and concentrate magical energy in enough quantities to be effective or noticeable. No wizard is capable of magic without Areum, otherwise known as Red Matter. The Red Matter cores act as a 'lighting rod' where an epicenter of magical energy is charged and released.

Limits of magic

  • Conjured objects such as water, flame, metal, and others will only last a short time and are imperfect replicas of what they are mimicking. Because matter cannot create matter, these conjured materials must be drawn from nearby or from magical energy within the fabric of spacetime itself. In the case of the later, the conjured element will disintegrate and vanish as soon as the magical force being applied ceases.
    • Pyrokinetic wizards draw the combustion materials from their surroundings and atmosphere, as well as generating heat with their magical energy.
    • Aquakinetic and ice wizards draw water from the atmosphere. If there is no water vapor in the air, they may resort to combining hydrogen and oxygen atoms into water molecules, essentially synthesizing water on the spot, but this takes significantly more energy.
  • Magic cannot create or destroy matter. Magic cannot materialize matter of out nowhere, though it can convert it to corporeal form from energy.
  • Magic cannot create or destroy energy. Magic cannot create or destroy energy out of nowhere, but it can transmute it into matter or it can dissipate it back into the magical aether of subspace.
  • Magic cannot reverse death. Corpses can be reanimated, but death is permanent. There is no way to return a deceased spirit into a corporeal form after it has passed the boundary.
  • Magic cannot cheat death. Though lifespans can be greatly extended using magic and wounds healed, diseases cured, magic has an upper limit when it comes to prolonging life. Spirits and ghosts are only faint whispers of what was once living.

Types of magic

  • Alchemy
  • Biomancy
    • Herbology
    • Animal magic
  • Technomancy
  • Transfiguration

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