Magic in Brightfog

What is Magic?
Magic is the ability for a individual to manipulate the world around them via several "tracks" or "paths". Individuals who can use magic fall into two categories, the first being magic users who swear fealty to a particular path, pay the price and are given access to the suite of abilities provided by their chosen path. These paths include: Vervists, Spectrists, Pharmists, Glamists, Martists and Motists. The second are those magic users who are born into innate paths. This second form of magic users are either Computists or Iconists. Both of which are highly sought after.

Magic is not a science nor is it akin to math and while both of these disciplines are prevalent in Brightfog they are separate. Magic is more akin to an art or a physical discipline like collegiate swimming or running, or even the craft of acting or music. There are even elements of magical understanding that blend philosophical principals with physical acumen such as eastern or western martial arts.

This lends magic to be governed by several explicit principals but is filled with implicit and relative truth. Magic is less about HOW to do a thing and more about how YOU do the thing. Because of this much of the study of magic revolves around personal truths that govern the individual rather than the universal whole. How magic user X achieves their intended magical effect may appear similar to magic user Y in the same path but the actual process may be entirely different between the two of them.

Who can use Magic?
Magic in Brightfog is universal. All citizens of the city of Brightfog can tap into the process of obtaining paths.This can be done at any age (although Symhexa of Brightfog does limit the Swornage to 16 and above). Many children of the city spend much of their formative years learning about the paths and which might be advantageous to their corporations. And while not all swear to a path, having basic knowledge of them is an important part of being a citizen of the city. Once a supplicant has reached Swornage they are able to chose a path, pay its cost, and be sworn to it. This is a monumentally important step for a young citizen as you can not change your path. Once sworn you are sworn for life.

It has been observed that non-citizens to the city of Brightfog can not access the paths even though they, like the rest of the population, are the same species that have a history of magic. This implies that there is some force preserving magical advancement only for those that are citizens and as such many Non-citizens of the city seek to obtain citizenship not only for it's many benefits but also for the access to magical knowledge and power.

How is Magic used?
The Symhexa is always interested in those that have sworn to magic or those that are born with it's innate gifts. As such magic can be seen being performed on every street corner and in every gathering hall in the city. Much of the day to day usage of modern conveniences (electric appliances, artificial lights, automated conveyances, etc.) are not powered by magical means but rather from electrical energy derived from lightning catchers, hydroelectric plants and wind turbines.

Magic, therefore, is more focused on personnel and how an individual can benefit themselves and those entities around them (namely Symhexa corporate bodies). Many corporations utilize the different paths in ways that facilitate their specialties and protect their interests. Many smaller companies scout aggressively for magical talent and sworn individuals. In fact, it is often said that no company has a spores chance in a deluge to succeed without at least a few sworn individuals on their payroll.

Vervists

 * Effects: Elemental Manipulation of an aspect of the storm/nature (Rain, Lightning, Wind)
 * Price: Individuality, notoriety. Desperately seeking individuality to combat the loneliness of their path.

Spectrists

 * Effect: Enhanced Sense, Spiritual Manipulation, Astral Projection
 * Price: Powered by generosity. The more important the generosity the bigger the power.

Pharmists

 * Effect: Biological Manipulation and Regeneration
 * Price: They must be paid and can not preform their magic for nothing. Also, a Pharmist must understand EVERY aspect of the Tenebrix body.

Glamists

 * Effect: Creation of Illusions and "tricks of the light"
 * Price: Privacy and Anonymity. The more powerful the Glamist, the more people around them know who they are and what they have done.

Iconists

 * Effect: Good Fortune and blessings bestowed upon other individuals
 * Price: Shortened Life span, extreme mutation of physical attributes of the individual's body

Martists

 * Effect: Martial Prowess, Physical Enhancement of speed, strength, durability, agility, etc.
 * Price: Binds themselves to a single individual. The binding creates a link between the two.

Motists

 * Effect: Heightened suggestive ability, charm and seduction of others
 * Price: Can not perform magic to aid themselves

Computists

 * Effect: Genius level computations (a living computer) and memory
 * Price: Can only perform Magic for those they do not know