Magic

Magic in the Floraverse is an extremely broad and vague concept, and rather difficult to explain as a whole without splitting into categories.

There are five main domain of magic, each one linked to a sense and a primary element.

Domain Sense Element
Incense Smell Fire
Potions Taste Water
Artifacts Touch Earth
Incantations Hearing Air
Runes Sight Spirit

While a domain of magic is associated to an element, this does not imply that creations and effects made through the use of a magical domain will have an affinity to the element of that domain. The result of an incantation can have a Fire affinity (such as a chant causing burns).
It does not imply either that an affinity to an element is required to practice in the magical domain associated to that element. A individual with a Fire affinity can make potions or runes.
However, it is easier to learn in a domain of magic if someone has an affinity to the element of that domain. And it is easier to make creations and effects having the affinity to the element associated to the domain of magic used to produce them. So, someone with an Air affinity will produce a gust through incantations easier than someone with an Earth affinity through potions.

Incenses

Incenses are any magic that becomes modified as the magic is released from a source, either instantly or over time.

Neither fire nor smell are required for incenses to work or to be considered incense, though both fire and smell are often involved. Any released magic, whether intentionally or naturally, and whether or not it has been modified by the act of being released, can be considered incense.

Incense-making has similitude with potion-making, and incense recipes, like potion recipes, can be modified according to the user's needs. However, incenses are better suited than potions for applying a magical effect to large areas or groups.

Common uses

  • Smoke-like barriers to keep magic or individuals inside or outside an area
  • Therapeutic aromatics (aromatherapy)
  • Sedative or hypnotic vapors
  • Enhancing or dampening gases, such as flammable vapors to aid in explosions, or non-reactive mists to prevent them

Notables uses

Neck-Deep Mire's "Headlights"

A naturally occurring magical swamp vapor that reacts when viewed, forming floating balls of light. These lights approach anyone who views them. They explode on contact with sentient creatures, so care should be taken not to look at them.

Granny Jumbo's "Witch-n-Wizard Away"

A smoke bomb. Anyone inside the smoke is thrown into a magically-induced coughing fit, which prevents the uttering of incantations and other spoken spells. To be used with caution, as the smoke affects everyone, not just witches and/or wizards.

Teslic Pow-Max

A penetrating vapor that expands when exposed to electricity. Expansion is proportional to voltage. Used to promote internal detonation. Inhaling Teslic Pow-Max is not recommended.

Aromi-Eau

A distillation of the dead flower of a Southern Gnoll. Every Aromi-Eau possesses some kind of healing therapeutic aroma when vaporized, and every Aromi-Eau's scent is unique.

Potions

Potions are any concoction in any form (drink, salve, paste, etc.) that uses or interacts with magic in some way, intentionally or not. Potions are usually produced by cooking magical ingredients together.

Potions are considered to be one of the easiest form of magic to learn, as many recipes just require to follow instructions, and do not require outside magic from the cook. Recipes and techniques may sometimes be modified as the cook desires. Ingredients can include anything (herbs, artifacts, other people, etc.).

Some recipes do require outside magic, which is where non-magical individuals might run into problems. Some potions also degrade over time, reducing their potency or introducing unintended side effects.

Common uses

  • Healing potions
  • Magic antidotes, vaccines, or poisons
  • Potions that temporarily boost performance in something or imbue the target with a skill or knowledge

Notable uses

Granny Jumbo's "Kinkture"

A highly potent liquid aphrodisiac which may be added to food or drink. Unlike traditional love potions, Kinkture will not alter how someone perceives or feels about someone else.

Alchemaster Serendipitee's "Liquid Light"

A thick, chalky substance marketed towards those afraid of the dark. When imbibed by an individual, a strong beam of magical light will shoot forth from that individual's every orifice for eight hours.

Un-Mud

A body paint made from tar pits found only in the Gnoll territories of Crunchbone. Un-Mud acts as an insulator against magic, and Crunchbone Gnolls often cover themselves with it before entering battles against magic-users.

Teslic Degreaser

A highly potent liquid that promotes the breakdown of elemental magic. Normally used to extract raw magic from environmental objects. Highly magical creatures, such as Drops are advised never to come into contact with Teslic Degreaser for any reason whatsoever.

Artifacts

Artifacts are any immaterial or material object which interacts with magic, intentionally or not. An artifact may activate or deactivate or operate on any number of conditions.

An artifact can utilize or interact will all other forms and types of magic. It often draws upon the user's magic or understanding of the artifact in order to work. Non-magical or uneducated users can have difficulties to use artifacts.

Artifacts may contain their own magic or require an outside source to function. They often loose their power over time or after use. Permanent artifacts and those with highly desirable and beneficial effects require a great deal of skill and power to create.

It is thought that artifacts contain a part of its creators to help defined its purposes. Creating many powerful artifacts within a short amount of time is draining to the soul and can break an individual. Artifacts creation require large amounts of magic, willpower, knowledge and intent. As such, artifact-crafting is viewed as the most difficult magical art, especially if the creator wants a minimal amount of ill side effects when the artifact is used.

Common uses

  • Magic wands
  • Golems
  • Teleporters
  • Compacts
  • Anything from the mundane to the extravagant, as long as it interacts with magic

Notable uses

Scarey the Crow

A golem in the shape of a small crow. Likes to fly about forests at night and scare lone travelers. During the daytime, Scarey the Crow likes to dismantle actual scarecrows. Scarey the Crow is regarded as extremely annoying by farmers.

Dead Scythe

A two-handed scythe of unknown origin, currently missing. Its blade is indestructible. It can cut anything, on one condition: the thing to about be cut must currently be dead. Objects having never possessed life cannot be cut by Dead Scythe.

Crystalline Poncho

A light, shimmering garment. When worn, immediately causes most individuals to stop noticing the wearer. If worn for an extended period of time, the wearer becomes difficult for other people to remember.

Stamp Academy

A school building. After a tragedy resulting in the death of its faculty took place, the school was closed and abandoned. Years later, a group of ghost-hunters spent the night at Stamp Academy, hoping to record paranormal activity. They were found the next day, deceased, in the same manner the faculty was found. Entering Stamp Academy is not advised.

Incantations

Incantations are any sound interacting with magic, intentionally or not. They are generally understood as manipulating magic through soundwaves.

Any audible sound can be an incantation if imbued with magic or magical intents. They do not require to originate from an intelligent individual nor be made from real words. In fact, any sound, naturally occurring or intentional, originating from an individual, a tool, instrument, a natural or unnatural source can be an incantation if imbued with magical intent.

Incantations do not need to be heard by anyone or anything to work.

Common uses

  • Musical songs
  • Spoken spells
  • High or low intensity sound waves that use magic to alter matter or other magic in some way
  • Spellbooks fall under the category of incantations, even though the spells are written down. This is because the spells only work when spoken aloud, unlike runes that perform magic when simply written down.

Notable uses

Virtuoso Frogero

A very successful traveling street-bard. He imbues all his songs with the impulse and intent to give him money. Unsuspecting travelers who hear his songs often end up dirt-broke. Virtuoso Frogero is banned from playing in most major cities.

Rotten

An undertaker from Void Forest, able to hum at magical frequencies to deaden any kind of pain, spiritual or physical, in an individual.

Quiet Storm

A rare atmospheric event which occurs in Candy Mesa. As wind blows through Candy Mesa's maze-like structure, it produces a low hum. This hum can echo through the area and build up to an intensity capable of temporarily dismantling or disabling any type of unshielded or unprotected magic.

Maledicia's Regenerating Rancor

A twelve-hundred line poem and tongue-twister that when successfully spoken, makes the speaker regret all their time spent practicing it. Such an effect is practically no effect at all, and regret would be considered typical, but Maledicia's Regenerating Rancor enhances that regret.

Runes

Runes are any marking which interacts with magic in some way, through shape and appearance.

Runes can store magic like a battery, or contain instructions on how to alter magic, or both. Runes do not need to be in a pattern. Any visual marking can serve as a rune, as long as magical intent and knowledge are applied to it during its creation.

Some runes must be created in a specific manner to work, while others can simply be copied through any available process. Runes may also be activated or deactivated in any number of ways, depending on the rune.
They are especially good at sealing things or setting traps.

Common uses

  • Alchemy or magic circles set to transform or act upon anything placed inside them
  • Etched onto other items to change, enhance or hinder their effects. Commonly places on magical tools, creating a pseudo-artifact which may be deactivated
  • Words that grant temporary or permanent knowledge of a spell or skill

Notables uses

Kadath's famous "Gold Maker"

An alchemy circle that will make any amount of gold placed within it turn into an equal amount of lead. Designed by a disgruntled alchemy professor after being asked one too many times for favors.

Granny Jumbo's "Canned Seals"

Despite its name, it does not contain aquatic animals. It is a spray paint which automatically forms minor runes when applied to a surface. One need only write down what annoys them in a perimeter, and Granny Jumbo's Canned Seals will attempt to keep the annoyance out.

Bomb-On

A famous rune well known to pranksters and arsonists alike. When carved into an object (must be carved!), Bomb-On will attempt to disrupt the magic inside that object, often resulting in an explosion.

Chargers

They are a family of elaborate and large rune circles designed to hold raw elemental magic, and act as batteries. There is a design of Charger for each known element.

Magic individuals

Some individuals may be innately magical. They can either be born or created with a store of magic, or they can absorb magic over time through outside influences. The amount and type of innate magic is completely dependent on the individual.

Examples of innately magical animals

Animals found in an ocean commonly have some amount of Water element stored within them. If an animal lives in an ocean near an underwater volcano, the animal may also have some amount of Fire or Lava element stored within them in addition to the Water element.

Notable innately magical individuals

Granny Jumbo

A witch entrepreneur. Purveyor of all sorts of magical effects. Make sure to always read the instruction manuals and disclaimers that come with her goods.

Drops

Drops are individual born with a rare degenerescence that make them extremely sensible to an element. They will be subject to a physical transformation if exposed to that element, changing their appearance and giving them new skills. They initially may not have an affinity for the element they are sensible to, but will gain the affinity during the transformation.
The speed of the transformation depends on the amount of elemental magic they are susceptible to in their environment.

Some of the known drops:

  • Cress, the Frost Drop.
  • Calliope, the Lava Drop. Artifact crafter and enhancer.
  • Ann, the Earth Drop. Worked with Calliope on artifacts.
  • Median, the Poison Drop. Epidemiologist working on cures to various diseases. She found the cure for the Trebol Tea Epidemy.

Non-magic individuals

Some individuals may not be innately magical at all. They may still be able to acquire an affinity or be able to utilize magic through education, but they will have to work at it. They may even, through their efforts, start to become innately magical. It's completely dependent on the individual.

Examples of non-innately magical individuals

Many citizens of Mew York do not have innate magic, or affinities. This is because Mew York is almost completely devoid of environmental magic. If a Mew York citizen moves to a magically-rich area, they may, over time, be able to acquire an affinity or be able to utilize magic.

Learned magic

It is possible to acquire affinities, or magical abilities, or work with magical elements that are not innate to an individual. It usually requires practice.

Over time, an individual who studies potion-making, runes, incantations, incense, or artifact-crafting can become more skilled at it. This is a known method of becoming more magical, though it varies per individual and per amount of time spent practicing each form of magic.

Examples of learned magic

Kadath University

The University is dedicated to magical research in all its forms, and many of its senior mages and magic-users are fluent in several types of elemental magic

Intuitive magic

Some individuals or animals may just "know" how to do something magical, or have some kind of passive or reactive magical ability. This occurs most commonly in individuals and animals that are innately magical to begin with.

Examples of intuitive magic

Cress, the Frost Drop

She is able to manipulate the ice that forms her body into any shape and size she desires. This requires almost no thought or effort on her part.

SAND HIPPOS

Those animals are able to swim through sand as if it were water, and are born with this ability.

Blastamanders

Those animals will explode (suicidally) when they believe they're about to be eaten. Simply threatening a Blastamander with nonspecific violence will not provoke this reaction. No biological process on their part accounts for this phenomenon.


References

Floraverse Wiki: Magic
Floraverse: Basic Guide to Magic

Other notes

  • The Stamp Academy is probably related to the Schoolyard Disease. Either as an early form of the same idea (the Basic Guide to Magic was released just before the malady references), or as an example of an object turning into an artifact.
  • The Crystalline Poncho is shown in the Cargo story.