M a g i c
Much like the known fields of science, the field of magic is one that is ever-expending. However, they all have one common thing: they are fueled by Mana and should that reserve be used up, physical exhaustion will be felt if the user keeps on using magic. Mana also plays an important role behind the power of the magi. The strength of a caster is based on the amount of Mana they can condense for usage and the efficiency of Mana usage. Mana is a form of energy present everywhere, but in different concentration and quantity except within Humans or anything with a drop of human blood. Pure bloods, half-breeds or even individuals with a distant human ancestor are cursed with an absence of Mana that prevents them from using any form of magic. Plants have Mana, cattle have mana, but Humans do not.
In general, Celocadians and Ranfonnians use different types of magic, but the separation only exists because of their own ignorance. Magic can be wielded by all creature with appropriate amounts of Mana, proper knowledge and enough training, but a faction may only start with knowledge in [1] field of magic. For members of the faction to learn more, they will need to spend abroad to study other types of magic and bring it back home once their training is complete. Only then will the magic start to spread in their home faction.
Creation and Selection of Magic Type
The type of magic used in this guild will be created by users and reviewed by the crew. Though we usually give free reign to the RPers, there are still some (vague) guidelines and restrictions as to what sort of magic your faction may start with. So long as the magic is worded in a way that would not go against the set guidelines and does not encroach upon the Forgotten Arts, your faction may start with it and characters of that faction may use related spells.
