Magic

Magic is a primordial force of the Aether that has been around longer than there were planets to inhabit. It act very similar to electromagnetism with some notable differences. Fundamentally magic is attracted to living beings rather than metals or minerals such as with electromagnetism, this does not mean it does not it cannot exist with minerals. [Placeholder Ore Name] is such a case, which is a mineral infused with mana which can give it chaotic and deadly properties much akin to a radioactive element.

Electromagnetism and Magic counteract each other, on Omphalos one's electronic devices or magnets would cease working. While on Terra one's magical ability would be hampered and magical devices would be nullified. Returning to one's natural environment will restore functionality. Like electromagnetism, magic has its own currents and fields, mana and aura respectively. Mana is magic which forms a current being manipulated. An Aura is a static field typically accumulating around a living thing which can be converted into mana through process. Omphalos' core, known also as the philosopher's stone emits an immeasurable Aura which is known be to constantly siphoned off to replenish the aura of the races which live on her surface.

Affinity
Every being has an aura and can produce some magical feats, however those who live on Terra suffer from electromagnetic inference thus do not have such ability naturally. On the other hand strong auras tend to determine what magic phenomenon can most easily be produced by the user, what is called an affinity. But those with strong aura are not limited to their specific affinity, which merely increases it's potency. Affinities seem to be rather specific compared to magic as a whole and are rarer higher form of magic manipulation. Those with magical affinities tend to be enrolled in magical schools to nurture their specific magical aptitude.

Most races which reside on Omphalos rely of some form of magical process in their bodies to keep them alive, humans being an exception to this. This come with benefits though as some those races are far more magically capable or other features. Examples of this would be Elves absorbing aura through their skin giving them beauty, extended lives, and increased magically capacity. Another example would be Giants' reliance on magic to strength their bones and mussels leading to their large size. A user's race can effect their magical strain as well, a process that is cause by over use of high level magic. Magical strain is a physically and mentally draining drawback of magic. Much as a regular aura might be strained to cast a spell to burn a log, a person's magical level is determined by their aura's strength. It is possible to train one's aura to be stronger, but that typically requires a user to have a strong aura in the first place. It is not recommended for those with ordinary aura to strain their aura as every time one manipulated magic it takes part of their own aura and converts it into mana. However aura do regenerate at a rate equal to their initial strength, where as it might take a day for someone it might take a week for another.

Societal View and Categorization
It is widely consider that Magic can do just about anything as long as you have the willpower. Many debates have been had trying to classify the many forms of magic that exist. Due to its chaotic and whimsical nature only three broad forms can be categorized Elemental Magic, Auxiliary Magic, and Dark Magic. Regardless of its form magical use on Omphalos is quite prevalent, from everything to cooking dinner to lighting the streets. However higher levels of magic are uncommon and most beings highest level of magical exposure tend to be seen through mages. Mages are typical graduates of magical academies whos students require strong auras, but most of the time a graduate does not become a mage instead opting to preform a wide variety of other jobs or roles.

Elemental Magic
Typically thought of as the most destructive category, Elemental magic molds most natural things to one's will. The most common examples of this would be Fire, Water, Ice, Earth, Electric, and Air. Elemental magic tends to be used the most in daily life.

Auxiliary Magic
Often thought of as the weakness classification, due to it's supportive nature. Auxiliary magic consists commonly of Light, Holy, Illusory, Enchantment, Enhancement, Conjuring, and Nullification. For magic group to classify as Auxiliary it's primary use if supportive in nature, Holy magic is a good example of this as it has healing properties but also damages undead. Users of Auxiliary magic in combat tend to support from the back, giving it a reputation of it's users being cowards.

Dark Magic
While not inherently evil, Dark magic can often be found to be forbidden in some countries. Due to its highly dangerous nature magic in this group is usually shunned. Some of the groups of Dark magic are Summoning, Unholy (Necro), Blood, Shadow, and Sacrificial. Those with Dark magic affinities maybe discriminated against for their 'unnatural' affinities. However some nations treat Dark Magic as just another regular field of study. __INDEX__