so, welcome to Academia Arcana, an academic research complex that houses students from all over the world and of every grade level, from elementary to university. On top of educating students on normal academic subjects such as maths, language and cultural arts, each student is also taught how to manipulate magical energy through the use of specially designed tarot cards. Your character will either be a high school student, a teacher at the academy, or a researcher working in the complex either studying the effects of magic, or developing new ways to harness it with technology.
Students may have been there since childhood, having been brought there when their affinities were discovered at a young age, or may only have been there a few years or a few months depending on if their affinities were only discovered/only developed recently. there ARE, however, official, worldwide, federal tests that all students enrolled in normal schools go through every year to see if they have the affinity, so keep that in mind while making characters.
ALL teachers and MOST researchers are graduates of the academy themselves. If you want an exception made to this rule you better have a damn impressive character.
Be warned, however. Not everyone believes magic should be used for the same purposes, and there are certain people who will stop at nothing to harness its endless potential for themselves and their own gain.
At the dawn of the 21st century, magic was discovered through the study of inter-dimensional fields. Magic was essentially the energy that flowed through the various parallel universes as the basis for the creation, destruction, fusion and separation of matter and reality.
While all things, living and static, even the air which we breathed, possessed a 'magical energy field' which theoretically decreed the conditions of their very existence in reality, magic wasn't spread out evenly across these dimensions, there were certain areas where magic was highly concentrated in a 'knot' that both pinned that part of reality to its place in the Multiversal web, and connected that dimension to other dimensions, and one such 'knot' was found on earth, in the arctic ice fields.
There, a multinational secret research facility funded by the UN was erected to study the effects of these energies on time, space, organic and synthetic patter, and the perceivable reality itself. In 2024 the first recorded instance of controlled manipulation of these energies occurred when a famed female 'psychic' was brought to the facility and made to perform several tests of her abilities on a willing participant. During a tarot reading it was revealed that the dimensional energies fluctuated and rearranged in an unpredictable matter around both her and the person she was performing the readings on. Later examinations revealed that she had permanently altered the flow of magical energies around the test subject to a degree of 4.6%, over ten times what was thought possible by human intervention and technology at the time. She had, in essence, subjected to change the very basis for the man's existence in reality and time as it was known or, in layman terms, altered his his destiny.
This discovery sparked a boom in the field of magical research and both psychics and tarot readers were gathered from all over the world for these test. It was discovered that, firstly, only select few individuals had the ability to manipulate the dimensional fields, most practitioners of tarot, it would later be found out, could only read and analyze said fields on a rudimentary level through the cards. They could divine the structure of a person's magical field, but could not subject it to change. It was then found out that the tarot system, primitive as it was, was the only divination method to show constant, positive results, and subjects that had a confirmed ability to alter the structure of magical energy fields, were either hampered, or rendered completely unable to do so, when using methods other than tarot. It was consequently deduced that the original practitioners of tarot must have had some, basic, primitive knowledge of the newly re-discovered magic energies, which allowed them to center their craft along the flow of these energies which they somehow perceived through natural attuning.
in 2037, after over a decade of research in the practice of tarot and how it could be utilized to manipulate magical energies, the Universal Magical Research Association,or UMRA (pronounced 'oom-rah'), the multinational organization responsible for the discovery of magical-manipulation techniques and devices, held a worldwide conference where one of their test subjects displayed the ability to cause a single seed to grow into a full-grown tree within the span of a few minutes, another test, one of average physical build, was able to tear apart a solid block of steel, after using magic to weaken it's structure.
Like this, the existence of magic was revealed to the world.
it is now 2063, in 2039 the arctic research facility was demolished and re-constructed as a great scientific and academic complex named Arcana Academia that first opened its doors in 2044. Since then people of all ages who poses an affinity for magic are gathered and are educated there both in common academic matter, and also in how to manipulate magical energies and cast spells based on a system centering around the 22 major arcana in tarot. It is also the world's seat for magical research and development as several of the top graduates of Arcana Academia are offered jobs either as researchers for UMRA or as teachers in the academy, often times both.
Arcana Cards: Card-shaped tools through which a Magician can manipulate Magical Energy to their will. Based on the Major Arcana of the Tarot Cards
Arcana Symbols: Symbols inscribed into objects in order to endow them with the ability to alter Magical Energy in a specific way. Without these symbols, magical technology would be nothing more than a dream. They are based primarily on the Minor Arcana.
Divination: The practice of deciphering a subject's Magical Energy Field, either through tarot readings or through technological means.
Magic: The practice of altering magical energy in order to affect time, matter or space within a certain area or within an MEF.
Magical Energy: The energy which governs the fabric of reality itself and ties the different universes together while keeping them separate.
Magical Energy Current (MEC): Streams of chaotic Magical Energy found within the MEFs of living organisms. There are both Positive and Negative currents.
Magical Energy Field (MEF): The field of magical energy that encompasses any object or living being. Each field is unique to the creature or object it defines. When an MEF is altered through Magic, the reality of the object or creature that it defines is equally altered to reflect the new state of the MEF.
Mage: A living organism born with the ability to alter Magical Energy by manipulating their own Magical Energy Currents
Master Magus: A magician recognized as one who has reached the apex of his or her current craft. Most Master Magi have chosen to specialize in only one Arcana and thus could devote themselves fully to its study. That being said, some dual and triple specialists have achieved the rank of Master Magus, attaining complete mastery over several arcana, though these occasions are rare. There has not yet been a quadruple specialist who has managed to attain the rank of Master Magus.
Spell: A specific Spellcraft technique designed to produce specific magical results. 'Upright' spells require positive MECs to be channeled through a card, while 'Reversed' spells require negative MECs.
Spell Casting: The process of altering magical energies in the goal of creating a spell. More complex spells will require more extensive casting. A magician's casting speed can be improved with practice.
Spellcraft: The art of channeling one's Magical Energy Currents through an Arcana Card in order to use Magic (that is, alter the magical energies present either in a specific area, or within a MEF).
Arcana Card Types
The Fool card represents endless possibility without current substance. The Fool card is one of very few that can affect nearly any kind of magical energy. Upright Fool spells deal in copying magical energies. Examples include copying the spells of others, and increasing the potency of one's own spells by simultaneously replicating the casting through a fool spell. Master Fool specialists can even alter their own MEFs by copying those of others, effectively allowing them to copy another person's thoughts and physical attributes. Reversed Fool spells deal in canceling out other spells, returning everything to its original form, either for defensive purposes, or to cure someone of a magical illness or to remove a curse. A master Fool specialist can potentially render the spell of any magician in his surroundings useless, and even negate the effects of magical technology in the area.
The Magician card focuses on the changing aspect of magical energy. Upright Magician spells focus on change in physical form, this can be anything from transforming blocks of iron into swords to changing water into ice or steam, to even shape-shifting, and in the hands of a master the Magician card will even allow one to force living beings to assume the shape one desires them to, even against their will (the toad is a classic). Reversed Magician spells deal in changes done on the psychological level, rather than physical. this makes it easier for a Magician user to persuade someone during a conversation, to subtly affect the moods of friends and enemies alike, to controlling animals and other weak-minded creatures to do their bidding. A master of these spells will be able to manipulate someone's every moves without the victim ever knowing a spell had been cast on them.
The Priestess card is the one most directly linked to the heart and emotions of living creatures. Upright Priestess spells deal in revealing the emotions of living creatures. Whereas a Magician user can attempt to control the emotions of others, a Priestess can delve into the deepest recesses of one's heart and find out what truly makes them tick. There are very few emotional wounds that a skilled priestess user can not heal, and masters in the art can even make two separate hearts connect and feel each other, making them capable of putting nearly any argument to an end as each side is forced to understand the true feelings of the other. Conversely Reversed Priestess spells deal in shrouding hearts in mystery, letting priestess mages fill others with uncertainty and doubt, as well as spread discord amongst opposing groups, preventing them from working together efficiently.
The Empress card is often also called the mother nature card as it holds dominion over the control of growth and fertility. Upright Empress spells deal in the giving and spreading of life, plants are the easiest beings to control and a skilled Empress user will be able to control any vegetation in its surroundings as if it were an extension of their will and body. The empress can also be used on more complex creatures such as animals (and to an extent humans) but the application are mostly limited to breeding and fertility purposes. Reverse Empress spells center around withholding growth and development, useful in countering the self-empowering effects of Strength users, as well as halting the development of diseases and cancer cells.
The emperor is the card of pure, physical control and authority. Upright Emperor spells deal in the simple art of controlling objects using one's will. In essence; Telekinesis. The bigger the object, the harder it is to control, and only skilled practitioners can control living beings. It takes full mastery of the art to be capable of manipulating other humans. Reversed emperor spells deal in controlling the physical properties of inanimate objects, such as making metals softer and more malleable without heat, and then hard again after they have bee crafted into whatever shape they needed to get. A master of these spells could make a feather as hard as a diamond and as heavy as lead without breaking a sweat.
The card of knowledge and information. Upright Hierophant spells deal in acquiring information in all its forms, from reading minds, to decrypting texts, to accessing data from electronic terminals, to absorbing knowledge directly from tomes without having to read them, for a master Hierophant user, nearly nothing is secret. Reverse Hierophant spells, however, deal in the concealment of information, blocking out attempts at mind reading, casting seals on important documents, encrypting data and text in illegible codes that require a specific counter-spell to decrypt. Truthfully, it takes a maser Hierophant user to defend oneself against another, making them very popular in a wold where knowledge and information is power.
The lovers card i the card of joining and unity. Upright Lovers spells focus on the blending and fusion of magical energies, lovers can fuse certain materials together to make a single object which holds the properties of both, without their magic, integrating magical symbols into most materials would be impossible. they can also, at a more advanced skill level, fuse together simple living organisms such as plants, bacteria and insects. Only master level or near master level Lover mages can combine together animals in order to create creatures called chimera. Reversed Lovers spells deal in separation, splitting fused or integrated materials back into their respective parts, regardless of whether magic was used to fuse them or not. At their most powerful state, a Lover mage can even separate the soul of a creature from its host, or deconstruct simple MEFs
The card of speed and velocity. Upright chariot spells deal in either endowing objects with velocity, or increasing the momentum of already moving objects. Master Chariot magicians can take pebble-shaped diamonds and have them shoot through the center of steel plate targets several miles away within instants. Reverse Chariot spells simply do the direct opposite, they rob objects of momentum and kinetic force, making them useful for dealing with either wayward upright chariot spells, or for defensive purposes in situations such as failed bomb disarmament, or in stopping runaway trains etc. making these spells popular for anti-terrorist operations. Due to the potential lethality of higher-end upright chariot spells, they are taught only to certified personnel holding special licenses for them. These people include, but are not exclusive to, police and military personnel.
Justice is the arcana card of Law and Order. Upright Justice spells focus on discovering the natural laws that govern the world such as gravity and physics. A Priestess card will let you know how a subject feels, a Hierophant card will reveal how it thinks, a Justice card will let you know how it works. They are the most prevalent at analysis of form, structure and causality, and are indispensable in the decryption of the complex MEFs. Reversed justice spells focus on altering the laws that govern, they are among the most difficult to master as they affect the very basis of physical reality, but can also be amongst the most potent, allowing them to bend, if not completely break, the laws of physics, such as decreasing or increasing gravity and manipulating kinetic force. There has, to date, been no Justice specialist awarded with the title of Master Magician.
The hermit is the card of the mind and the self. Upright Hermit spells deal in creating barriers of all sorts, from electronic firewalls, to physical magical walls that prevent any passage, to blocking out a Hierophant's mind-reading abilities, there is nothing that a hermit user can not potentially isolate from the rest of the world with barriers. Reversed Hermit spells deal in separating the mind and the body. Used for mediation and introspection, a Hermit user can make anyone visit (or, in some cases, trapped in) their inner psyche as they are faced with heir fears, hopes, desires, dreams and true selves. Beginners can only, however, do this to animals at first, and it takes training to be able to place humans under the same effect, even more to do so against their will and keep them there. The more mental fortitude a subject possesses, the more powerful a mage it requires to keep them in a trance.
The card of Fate and Luck, Upright fortune spells are used to read the fate of subjects and foretell their current future. Weaker spells can only reveal general themes awaiting the subject in the near future, such as great misfortune or romance. Masters of the card will be able to accurately predict what a subject will have for breakfast in several years from now. Reversed Fortune spells deal in changing the fate of subjects. weaker spells can only affect the near future, and in small ways, while fortune Master Magi will be able to place powerful and specific curses or blessings on whomever they catch in their spells, altering their lives forever.
the card of the body, Upright strength cards deal in increasing one's own physical parameters. Simple spells will let one improve their eyesight, or posses acute hearing, more advanced spells will grant perfect low-light vision, or the smell of a dog, or increase the strength output of their muscles. Reversed Strength spells actually accomplish the exact same purposes as Upright Strength spells, the only difference being that they are more difficult to cast because they steal another being's physical capabilities and give it to the spell caster. A Master in Strength magic can effectively turn their own bodies into super weapons while rendering any organic opponents unable to mount a proper defense.
The card of sacrifice and equivalent exchange. Upright Hanged Man spells center around transmutation, sacrificing several smaller components in order to obtain tools or objects of an equal value. Separate from Lovers' fusion in that several objects can be created from a single transmutation spell, or, conversely, a single object with several parts (such as a clock or a gun). Also, a fusion simply joins separate things into one. During transmutation, however, MEF analysis indicates that during transmutation the objects that were originally there simply cease to exist, are erased out or reality, and replaced with something of equal metaphysical value. A master Hanged Man user will acquire deep understanding of the 'value' of objects on a universal scale and can even transmute into existence things that were wholly separate from what they sacrificed (creating a plate of glass from a tree, for example). Reversed Hanged Man spells deal in sacrifice of the self and deal in sacrificing essences of one's metaphysical persona such as their remaining lifespan, or their good luck, in return for whatever gift of equal value that they desire. Study of these spells is strictly forbidden.
The card of end and decay. Death is first of five 'transitional' or 'mid-level' cards in the deck that represent evolution from the 'lower' to 'higher' echelon arcana symbols which all require more skill and power to use than those who came before #13. Death only accepts negative MECs so all of its spells are classified as 'reversed'. Death spells center on the decay and destruction, making a block of iron rust at high speeds, making flesh rot, creating deadly poisons, causing objects to explode, Death is the end of one cycle, one life, one continued existence, so that there can be room for the next one to begin/be born/grow. Needless to say, mages require very special permits granted only to police, military personnel, and certain incredibly distinguished educators and researchers in the academy, to learn most high-end Death spells that would allow them to harm complex living beings such as animals, let alone humans. Because of the restrictions on research on the effects of Death on live humans, there has never been a Death Master Magus.
The card of harmony and restoration, the second transitional card, whereas Death only accepts Negative MECs, Temperance only accepts positive ones, making all of its spells Upright. Temperance deals in healing and restoration, anything destroyed or injured can be rebuilt and/or healed by a skilled enough Temperance mage.
The card of Temptation and Desire, and the only transition card that accepts both forms of MECs. The Devil card actually only has two spells, The Upright spell is used to find out what a person's desire is and the second, the Reversed spell, is making the target believe said desire is being presented to them. The skill of the mage affects, firstly, which desire they can observe through the first spell, and secondly, how realistic the illusion of the second spell will be. for example, a beginner would be able to find out if a man is hungry, and then create a visual illusion of a plate of food, while a master would be able to divine someone's single deepest desire, the one thing they want more than anything else, even if they themselves do not realize it, and then cast an illusion affecting not only all five senses but even their memories, making them believe it as within their reach. The danger of high-level Devil magicians is often attributed not to the fact that they can ensnare people so easily, but rather that those ensnared often prefer the dream over reality even when they realize it is an illusion.
The card of Ruin and fourth transitional card. Tower, like death, only accepts Negative MECs. Tower spells focus on hampering the progress of other spells, different from reversed fool spells in that, rather than simply cancelling out the spells, the Tower affects the casting process itself, from simple things like making MEFs harder to manipulate for others, to screwing up their perception of magical energy flow, to even making the spell cast do something or target someone/thing completely different than intended. Tower takes the ambitions of others, and makes it their downfall.
The card of hope, the guiding light in the darkness, opposite to Tower as well as fifth and final transitional card. Star only accepts positive MECs and its spells serve as an aid to other magicians. Different from Upright fool in that, rather than simply make spells stronger, it can also cut down casting time, widen the range of the spell, and add certain beneficial attributes to the spell being cast (like making a death spell also empower the user, or making a strength spell also heal wound, or a Temperance healing spell also remove curses, etc). Star is the light at the end of the tunnel that gives one the strength to push through till the end.
The card of Trickery and the subconscious, as well as first of the 'higher' cards. As with all 'higher' cards, Moon spells require both types of MECs to be channeled through the card at the same time, making them difficult cards to specialize in. Moon spells deal in subjecting someone's mind to several illusions, from making them see objects and/or people that are not there, to deceiving their five primary senses, to making them see visions of their past, to even manipulating someone's dreams. A master Moon mage will be able to plunge others into entire illusionary worlds from which few can easily escape.
The card of truth and victory and second higher echelon card. Sun spells grant insight in to how to achieve one's goals, whatever they may be. Weaker spells will only be able to grant someone with a vague hint of what they need to do, such as which tools they should use, or in which general location they should be. A Sun Master Magus, however, will be able to grant himself, and others, vivid visions detailing exactly which actions they must take in order to accomplish their goals. While the sun does not make it easier to walk the path to victory, it does illuminate it so that its users will never walk the paths to failure.
Little is known about the Judgement Card type, the last higher echelon card, and its effects other than it is an incredibly powerful, dangerous and difficult to use card centered around the concept or revitalization. Only one card of its kind exists and it was only successfully used on one occasion, in which an accomplished Master Magus was able to bring his daughter back from the dead at the cost of his own life in the process. As a result, the card in question was never copied and only personnel of the highest authority have access to it.
The World card, sometimes refereed to as the god card, is the culmination of all magical properties into one perfect power, limited only by the imagination, strength, and will of the user. There has only ever been one recorded World specialist in the history of magic, the current headmistress of the academy.
Academia Arcana Complex
Academia Arcana technically only refers to the massive academic portion of the rebuilt research facility that houses the students as well as teachers. Its entire structure takes up roughly 80% of the complex and, since it is a boarding school that must house not only the thousands of students, but all faculty members as well, the complex resembles more a small village than a university campus.
SpoilerThe academic program offered at Academia Arcana is divided into two portions. The first dealing in common education such as applied mathematics and sciences, first, second and third language classes, study of the cultural arts, and musical programs of all kinds. While the main purpose of Academia Arcana is to research and study the effects of magic in an effort to integrate it into modern life, it also highly values contemporary education of the highest order and ensures that the students of the academy, while graduating as mages, will be capable of pursuing any career option that they wish to, as to not be caught in a choke hold by their designation as mages.
The Contemporary Education Programs are heavily based on the north American schooling system. Based on their age and academic competence, students are divided into 13 'grades' of education, spread out over 4 'levels'. The first level is the 'primary' level and spans grade 0 through 3, 'Grade 0' being the equivalent of kindergarten, accepting children as young as 4 or 5 years of age, thus, by the time they graduate from 3rd grade into the next level, they are usually 7 to 8 years old. It should be noted that this Level has far fewer students than any of the others, due to both the fact that very few children of this age are identified as having an affinity to magic, and because parents are rarely willing to allow their children to be taken to the academy when they are so young. The majority of the children in this level are the children of mages and researchers present at the facility themselves.
the second level is called the 'Middle' level, and spans grades 4 through 8. children usually enter this level at around 8 years of age and will leave at around 14 provided they have not been held back nor have skipped any grades.
the this level is called the 'high' level, spanning grades and students of this level are typically all teenager, entering at 13-14 and leaving at 17-18.
the last level is the university level and no longer utilizes the 'grade' system due to the fact that different programs will require different numbers of years of study. Students are typically referred to by which degree they are attempting to gain and how many years they have been studying for it (i.e. 2nd year medical bachelor's student)
the university level also technically belongs to the Magical Education Program due to several students choosing to pursue magical degrees (i.e. Theoretical Empress-Based Terraforming Studies)
Due to the fact that students can only learn Magic at the academy, it was deduced that, unlike conventional education, their academic accomplishments from before their life at the academy could not be taken into consideration when deciding at what level their magical studies should begin. Thus the Magical Education program was divided into several categories that would be largely, but not completely independent from their conventional education level.
- Primary Study: Reserved solely for the students enrolled into primary level Conventional Education. Due to how young the children are, they are still mostly incapable of understanding even the basics of magic theory, so instead they are subjected to several activities, often disguised in the form of games, that are designed to offer them an overly simplified explanation of magic, and to cultivate a mentality that will simplify the process of learning about practical magic theory in the future.
- Essential Theory: Meant for Middle level students, as well as High level students who show difficulty in grasping the concept of practical magic, essential theory teaches students about the general effects of magic in a more concise way (much like how young students will learn about gravity and electromagnetism and their general effects on the world, without being taught how or why these things occur on a very specific scale due to the complexity behind the workings of these fundamental forces). Most students will typically go through six month to two years of essential theory classes, depending on how easily they grasp certain concepts. At this level, students still can not practice magic and are not awarded Arcana Cards.
- Basic Spellcasting: This is the level at which students can put into practice what they learned during essential theory. they are given 'blank' cards which are essentially Arcana Cards that were not coded with any actual arcana and thus are incapable of casting spells, but will still react to the presence of MECs. Students are made to learn and master the basics of hos to cast a spell and manipulate the MECs before being allowed to actually attempt to cast spells. Some students are promoted directly to this stage if they already show a general understanding of Essential Theory, and natural talent plays a large part in how quickly they will master Basic Casting, though generally it will take a student maximum of a year before they are permitted to move on to the next level.
- Beginner Level Magic: Once they have completed basic spellcasting courses, students are finally allowed to practice real magic with real Arcana Cards. Beginner Level students are subjected to theory classes delving into the fundamental differences between each arcana, as well as their purpose, and are strongly encouraged to first experiment with as many different arcana as possible (save for the more difficult to control Transitional and higher echelon cards) in order to discover what they feel most comfortable with. after a brief period of experimentation (typically a single 5 month long semester) students are then encouraged to chose three to four arcana which they will study exclusively for another short while (again, usually one more semester), after which they will be made to chose one or, in the event that great promise is shown, two cards to specialize in. The Students will then spend the rest of their time in the beginner classes learning the simplest of spells for their chosen cards. It typically takes 1 year per card to master beginner-level spells.
- Intermediate Level Magic: This the level at which a student begins to make truly remarkable things through their magic. if at beginner level they only learned to make a marble roll quickly across the ground with chariot, now they will learn to pick it up and throw it across a room without touching it. Intermediate level magic, however, also requires that the student begin learning more about the theory behind their practice, and while Intermediary level spells are more impressive, they are also more varied, more complex, and generally require more time and effort to master, resulting in a slightly longer learning curve than previously noted. Generally speaking it will take a student two and a half years to complete their Intermediary classes, per card. this is also the level at which, if they were deemed not skillful enough during basic classes, students are offered the chance to take on a second specialization or. It is also the level where those showing promise are offered to switch over their specialization to a higher echelon arcana.
- Advanced Level: Advanced level magic is where things become complicated. It is at the highest level of magic that can be imparted onto students in a classroom setting and requires fine understanding of magical theory. Advanced spells are even more varied, precise, more powerful, and can affect a wider scale, and thus are substantially more difficult to master compared to Intermediate level spells. It generally takes four years of study per specialized card to master Advanced Level spells. It is halfway through this level where students are offered to take on a third or, in the case of an incredibly talented student, fourth specialization. Graduates from this class can call themselves full-fledged Mages.
- Specialized and Theoretical studies and practices: This is when magical practitioners now use their magic in order to accomplish specific tasks in society (such as a death arcanist serving as a military man, an empress arcanist servings a botanist or agricultural researcher, ect.) or help push the boundaries of their magical craft through extensive research or specialized studies comparable to university level contemporary classes. this is the level where, rather than acquire the information passed down to them from others, mages can make their OWN strides in their respective fields. Discover new applications for magic, or even new spells entirely, through their own (regulated and observed) experimentation. This is typically the level at which most mages will stay for the rest of their lives, but those who are capable of surpassing even this stage and who are said to know everything there is to know concerning their current specialization, or better, have discovered new dimensions to it, those who have reached this level, they are the ones who are ranted the honorable title of Master Magus. It will often take upwards of a decade of research and study for even a talented mage to reach this level.
so, to review, a student of average skill who has attended Academia Arcana since they were in the 4th grade and only specializes in one card will only be granted the title of Mage approximately one year after their graduation from their contemporary high level education, and, if they are lucky, be granted the title of master magus just in time for their 20 year high school reunion
SpoilerAt the center of the complex spans the massive Academy proper in which all the students undergo their studies. The academy is surrounded by several training grounds where the students can freely apply practical study to their magical education, while the theoretical aspects are mostly handled indoors in the typical classroom format. There is also a track and field area, tennis and golf courts,several outdoor pools, and numerous sports fields and indoor courts installed on the grounds in order to deliver a top of the line physical education program.
The inside of the academy is divided into seven distinct sectors, each independently supervised by a Dean, save for the research sector, who is supervised by the Chief Researcher, and the administrative building, which is overseen directly by the Headmistress. While the Deans are mostly left to run their respective sectors however they see fit, they still directly report to the Headmistress of the academy, and must notify her of all incidences that may affect the campus as a whole, and require her permission before taking any action regarding such occurrences.
- Administrative Building: at the center of the complex is the tower-like Administrative Building. This is where all conferences are held between teachers, professors, deans, and researchers. Nothing that affects the structure of the of Academia Arcana in any significant way is decided outside of this building and several of its higher levels require strict authorization to access. At the very top of the tower lies the Headmistress' Quarters and office from which she can look down over the entirety of the complex.
- Research Sector: Below the Administrative Building is the underground Research Sector. Despite being the largest, and arguably most important sector of he complex, it still only comprises of approximately 20% of it's entire size, and thus is only a quarter of the size of Academia Arcana. This sector is where all the research on the various applications of magic is done, as well as where most magical technology is initially developed. It is overseen by the Chief Researcher, as well as a board of department chiefs that serve under him.
- University Circle: Surrounding the Administrative building is the inner circle of the academy, the four story high University circle. It is where all the university-level classes are held ranging from medical, to law school, to liberal arts. Needless to say it also offers classes unique to Academia Arcana that center on the study and application of magic in more esoteric fields.
- Magical Education Circle: The M.E. circle is the Three story high sector that surrounds the much wider University circle. It is where students of all ages go to for every level of heir Magical Education classes, save for the Primary Studies, which is held in the Primary Sector along with all the Contemporary Primary education. There are also several Advanced classes that do not make use of the building and are more often than not found in the training grounds because of how potentially dangerous the spells being practiced could be, or simply because they require wide open spaces to be effectively practiced.
- High Education Sector: The High Education Sector (often just called the Highschool sector) is a two story high complex shaped in a third of quarter circle at the front of the academy. From a top view of the grounds it seems to compose of the bottom quarter of what should be the third circle of the academy (the top quarter is made from both the Middle and Primary sectors, and each side quarter is missing completely, replaced by two oval sectors reserved for the training grounds and sports fields respectively).
- Middle Education Sector: often called the 'middle school' sector, it is a 2 story high building comprising 3/4 of the top portion of the school's 'third circle'.
- Primary Education Sector: often called the 'primary school', this is doubtlessly the smallest sector of the complex, being only one story high, and occupying the left most quarter of the 'third circle's 'upper section' at the back of the school.
-Dorms: Directly outside of the academy grounds are all the dorms where both the students and faculty reside. To the north of the academy are the dorms for the Teachers, researcher, and other staff members, as well as students from grade 0-6 who are all assigned a 'guardian' with which they live (unless their parents or legal guardians are staff members at Academia Arcana, in which case they simply live with them). To the West are the University student dorms and to the East are the Dorms for the students from grades 7-12. The eastern area is the only one modeled after typical school dorm complexes, which resemble apartment buildings, due to the fact that the university students all live in duplexes and triplexes, and the adult staff all live in small homes designed especially for them, making their areas resemble more small residential districts than anything else.
-Entertainment District: To the south of the academy and dorms, there is a small district designed to cater to the needs for rest, relaxation and recreation of the members of the facility. Installed in the Entertainment District are several restaurants, movie theaters, bars (only open to adults clearly), clubs, spas, shops, arcades, sports arenas, as well as a small indoor amusement park, among other establishments and facilities that the residents of Academia Arcana can freely visit during their time off.
The diverse establishments are designed to cater to the needs of all Academia Arcana students and staff, who of course span all ages and genders, so as to make their years-long stay in the facility as comfortable and enjoyable as possible. All the services they provide are funded by the Academy (which is in turn funded by the UN, as well as several multinational sponsors), so the residents of the Academia Arcana Complex are not required to pay for the vast majority of these services (though Students CAN have the privilege of entering the district taken away from them if they engage in acts of delinquency or if it is judged that they are falling behind in their studies because they are spending too much time in it). Students that are still young enough to be assigned to a guardian must be accompanied by an adult and have explicit permission of their guardian before being allowed to enter.
-Visitor District: Technically just the western sector of the Entertainment District, the Visitor District is a collection of four star Hotels that the friends and families of the students and staff at the complex are invited to during the 'vacation' periods where the students are offered a reprieve from academic classes. That way, despite not being allowed to leave the academy for the duration of their studies there, students are not cut off from their lives outside the academy either, and can stay in touch with their loved ones, even if only during certain times of the year (much like boarding school students being allowed to go home for summer and yule time vacations).
How Casting Magic Works
Since there seems to be a bit of confusion on this, let me clear things up. the cards are basically being used as wands, you have to be in contact with them to channel MECs through them and typically the card should be facing the object, person, area or group that you want to cast the spell on (skilled mages can work around this to some point, but since visualization is key, it's more difficult to focus on things that are behind you unless you, say, use a mirror,or have some other way to perceive their location). got it? good? good. *grins*
#1. Don't be a dick: Pretty self-explanatory, play nice, don't troll, the usual rules of engagement
#2. No power-play, over-powering, god-moding or meta-gaming: Again, anyone who knows how to rp at all will be familiar with these rules. However, let me tell you that i have little patience forthose who break these rules. We're all magicians here, it can be easy to forget your limits, i understand, but if we all start 'magicking' our way out of every tight spot, the rp become dull and boring and nonsensical. you're mages, not supersayans, know your limits and everyone will have fun.
#3. Students can't dual-specialize Moon or Sun: Yeah, I'm making this an official rule of the rp so that no one forgets it. students can only specialize in up to 2 cards, and since Sun and Moon already count for 2 because of how difficult they are to use, students can't specialize in anything other than them. Oh and you're subject to the same skill-penalties other dual-specialists have if you specialize in only moon or sun, you know, cause the whole point of them counting for 2 is that they're not only powerful, but really hard to master. and while we're on the subject...
#4 The more Arcana you specialize in, the weaker you are at using each individual card: Because all the time someone else spends trying to master only one, you have to split up trying to learn and master spells for 2, or 3, or 4.
#5. have fun, be creative: Seriously, you're not allowed to not have fun. If i catch anyone not having fun i will blow so much sunshine up their asses they will puke rainbows. Also, creativity is really welcomed. The main reason why i only gave general descriptions of what each card could do, instead of spending months making specific spell lists (anyone who has rped with me knows i would totally do it too) is because i want to see you guys using those powers in fun and creative ways. To be conscious of your limitations and capabilities, and utilizing them both to achieve the impossible.those who manage to impress me and do the unexpected will get free cookies, honest.
#6. rules can be subject to change and modification at any time at the discretion of the GM: I own you. Mwahahahahahahahahahaha!
Name: (Your character's legal name)
Nicknames/Aliases: (what your character is known as under circumstances where their legal name isn't used)
Age: (how old your character is)
Gender: (Male or Female)
Nationality: (What country your character originates from)
Appearance: (picture or description detailing your character's looks)
Profession: (Student, Teacher or Researcher)
Grade-Level: (At what Grade level your character studies or teaches, not applicable for researchers unless they also teach)
Specialization: (What Arcana is your character use/is most competent in? Students can only specialize in one or two arcana maximum. Teachers and researchers can specialize in up to four. Multiple-specializations will decrease your proficiency with each individual card compared to your peers. higher echelon cards count for 2 specialization slots)
Personality: (what are your character's general behavioral patterns, values and views on life?)
History: (A general retelling of your character's circumstances before and/or after their enrollment in Academia Arcana)
SpoilerName: Mila Dubois
Age: 60 (appears to be in her early thirties)
Profession: Headmistress of the Academy, Head Chairwoman of UMRA
Personality: Mia is a calm, hardworking and pragmatic woman. She gives her all to ensuring that the thousands of students, young and old, under her care are immersed in the best possible environment to facilitate learning and growth as well as mastery of their arts. She is also quite dedicated to preserving the public image of the academy and ensuring that she keeps strong political ties with several countries across the globe. As the sole wielder of the world arcana, she realizes this makes her a threat to several people and does not use her card's abilities, save to keep herself perpetually young. Despite her position, she treats everyone with respect and does her best to prevent bias and prejudice from clouding her judgement in any mater. One would be hard pressed to find someone more dedicated to the cause of ushering in the era of magic on a worldwide scale.
History: Born in Rome to a French father and Italian mother, Mila inherited her love for magic and the occult from her parents who were both highly spiritual and very free-thinking Wiccans. She learned from an early age about magic and how it was supposed to flow through everything in the world, and was not a supernatural force as commonly believed, but a natural energy yet unexplained by science, that could be harnessed by the will of humans, and used to interact with nature and fate. She grew up watching her mother perform tarot readings and seances and having her father teach her everything she needed to know about herbalism and how to mix salves and prepare teas to cure a variety of ailments both physical and psychological. She was raised with an inherent respect for the forces of nature and magic, and, unsurprisingly, picked up many of her parent's crafts as she matured, most notably Tarot reading once she turned sixteen. She had a natural affinity for the practice and, on top of being able to read the cards accurately, the predictions she divined from them all came true without fault. Every single one of them.
Her parents praised her for being a prodigious child so in tune with magic and she continued to practice her art more openly. She freely gave readings to whomever wanted them, free of charge, and by the time she graduated high school she had made quite a name for herself in Rome, especially amongst young women her age.
A year later she was invited to appear on a 'real world'-esque BBC program that explored the lives of 'espers' and, not seeing a reason to decline the offer, accepted. While the program itself was little more than a gimmick show produced and directed by people who had no faith in any power beyond that of money, she found the experience rather enjoyable and got along with her fellow 'espers' quite well, quickly becoming a fan-favorite for her generally cheery disposition and upfront, honest and humble personality.
Towards the end of the season, however, one of the directors came to her in private, offering to bring her into the world of show business on a larger scale, presumably based on the fact that she was such a popular face o the program. However, it his true intentions towards the attractive young girl were as transparent as they could be and, when she turned down all of his offers, the man attempted to force himself on her. Thankfully nothing came of it since he was interrupted by one of Mila's co-stars, but the next day she was to perform readings on several of the staff, including the director in question.
Understandably still bitter towards the man for the happenings of the previous light, Mila unwittingly used her powers to change his fate during the reading, predicting his economic downfall, a string of accidents leading to severe injury, and eventual death no later than six months after the reading occurred. This took several people by surprise because, so far most of Mila's readings had been fairly positive in keeping with her mood and opinion of those she preformed readings on. Of course, since she was on a sham show no one took her predictions seriously at first, either the audience or the director himself, until they all began coming true without fault. Leading up to the man's eventual death just as she had predicted. This happening did not escape the media, and like that Mila became both feared, and famous on an international level. Of course, as more and more people came forth during this time of exposition to claim that her predictions of their lives had been accurate as well, the fear subsided and was replaced with admiration. While fame had never been her main objective, Mila quickly became a household name, which is what led her to be invited to the UMRA facility when she was only 21 years old, and how she became the first ever scientifically recorded mage.
From that point on, she mostly dropped out of the public eye, becoming a willing test subject for UMRA, realizing that she finally had a way to spread her parent's teachings to others. Her father was even discovered to be a Mage himself, albeit not as potent as his daughter.
Mila, her father, and several other 'espers' or 'magicians' who were discovered to be mages worked with UMRA for over a decade, until finally they had reached a point where they felt comfortable revealing the fruits of their research to the world, and Mila became known as the first Master Magus, and by that point, a leading member of UMRA. However, her good fortune would not last forever. Due to a risky experiment in the research facility a few years later, Mila nearly lost her life, and temporarily lost use of her magic before eventually rediscovering it, and discovering that she was now capable of wielding the then hypothetical powers of the World arcana. Still, despite these new powers, she realized that the system needed change. All of the mages, her included, were no longer being treated like human beings. While they were all willing participants who understood the risks, she realized that they were being treated as lab rats and test subjects by the very system hey had helped create due to their haste in discovering the potential of magic.
with her influence she suggested a reform to the system. to change the research facility into an academic building where mages from all over the world would be gathered, not as test subjects, but as students. students who would be taught how to harness their powers, and from whom the researchers would gather their data in a more ethical, but equally practical fashion. there was very little opposition to her proposition and, within a few years, Academia Arcana was built where the old, secretive research facility once stood.
Two decades later, she still resides there, the ever youthful headmistress and now head chairwoman of UMRA, overseeing the development of thousands of mages like a watchful mother, and working to usher in the magical age into human society, so that the whole world may benefit from the miracles of a few.
Nicknames/Aliases: The Shepherd
Profession:Leader of The Cult of the White Egg
Personality: Very little is known about him, as some even argue whether 'The Shepherd' really exists, but it is believed that he is an incredibly charismatic radical who leads cryptic The Cult of the White Egg, who are believed to be linked to the disappearance of several mages across the globe in the last five years. His goals and ambitions are still unknown, and officials in over twenty nations are attempting to unearth any information about him and his group they can, fully backed by the Academy, who are concerned for the safety of their missing Mages. Urban legends peg him to be a renegade mage himself, but there is no evidence pointing to this possibility.
History: OFFICIALLY NON-EXISTENT
Name: Viktor von Markuson
Nicknames/Aliases: Dracula (to his dismay, he doesn't even come from the same country after all)
Grade-Level: 11th grade philosophy, Intermediate Death Classes
Personality: Viktor is a grave and serious young man who is very hard on the students in his magical class. He has seen first hand how idiots who abuse the power of Death without understanding it can hurt not only themselves but everyone around them during his time in the military and has hurt his fair share of people by mistake. Students often end up dropping out of his classes because of hos strict and demanding he is but it is his firm opinion that anyone who can not live up to his expectations lacks the mental fortitude to properly wield Death in the first place and should study other Arcana, he won't have a hand in the tutoring of would-be warmongers. Considering the dangers of Death, the administration has not seen reason to go against his methods. Contrary to popular belief, he has no problem with mages specializing in Temperance, Star, or other restorative/growth inclined arcana, in fact he generally has great respect for them as his own guardian when he first arrived to the academy was a Temperance Mage. He also shares a love/hate friendship with Bartholomew Edward McCarthy, whom he graduated from his contemporary classes with. He respects the man for his intelligence and perseverance and often offers helpful insight into his weaponization research, but also feels that the man is trying to push some boundaries that should be left be at times, which gets to be the subject of frequent and heated debate between the two. (neither is forceful enough in character for anything to ever escalate into a full-blown argument)
History: Viktor is what some would call an 'original'. In that, he was not only part of the first graduating class, but he was one of those few students admitted to the academy the same year its doors were open. Unlike most Originals, however, he was not the son or relative of Mages already part of UMRA before the school opened. He was, in fact, an orphan, his parents having been killed in a terrorist bombing while visiting Egypt. It just to happened that one of his mother's close friends was part of the program and decided to take him under her wing once tests showed that he had the potential to be a mage.
Throughout his childhood Viktor was a quiet, reserved boy. Having entered the Academy at the age of 10, it quickly became his whole world and he was very dutiful in his studies. Try as she might, however, his guardian found it difficult to get close to the boy. As can be expected, being orphaned made the child reclusive and unsociable. He did not make friend easily, nor did he talk about his feelings. He quietly did what was expected of hi and never asked for anything in return, keeping all his feelings locked up deep inside his heart. Therapists proved useless and he flat-out refused to be examined by a Priestess Mage.
Thankfully, as the years went on and he got to know more people, Viktor softened up slightly, making friends and growing to respect his peers, guardian and teachers, though part of him was always distant, closed off to the outside world. Despite how much he isolated himself however (which led some to believe he would be an apt Hermit Mage, Death was the arcana that he took to with the most natural skill. In fact, it was because he was so used to holding back his emotions that he learned to master such a dangerous card with such ease. He was neither afraid of its power nor did he get intoxicated with its power. He knew what he wanted to do, what he could do, and what not to do and did what he had to do. As a result, at 19 years old he graduated from his advanced classes the same year that he graduated from his contemporary classes (having optioned to take an extra year of contemporary classes so that he could better master English and German (the two most frequently spoken languages in the academy at the time) at the age of 12), a full year before the next person from his Advanced class graduated.
When he was 21 Viktor, who up to that point had mostly busied himself helping the academy researchers test out new spell formulas due to not exactly having a 'home' outside the academy anymore, was recruited by the UN, along with the rest of the Death Mages to form a special squadron of soldiers who would be assigned to provide assistance and extra security during some of the UN's more high-risk peace keeping operations all over the world. The academy initially opposed the idea fervently, but their complaints fell on deaf ears. Mages were not trained for their own benefit, but for the benefit of the world at large, and the only purpose Death Mages could feasibly serve was as soldiers who were needed to keep the peace. Besides, it was well known that the Mages would never reach their true potential outside of actual combat.
So, after two more years of intense military training Viktor was part of the first ever UN Death Mage Assistance Squadron where he served as a Lieutenant-Captain due both to his great control over the Death spells and his calm disposition in hectic environments. For 4 years they were shipped everywhere from Afghanistan, to Korea, to India, to Libya. The young men and women saw action alongside the most hardened veterans from all nationalities and, while their presence on the battlefield was a boost in moral to regular soldiers, it was rare that they did not need to use their magic in counter-offensive strikes and several times it was reminded to everyone that, regardless of the great power they possessed, they were still very much mortal. Of the 26 men and women originally assigned to the unit 14 had died in those first 4 years of service, though they were promptly replaced by new recruits as several Death Mages were enlisted to serve in the unit from following classes. Viktor had grown accustomed to life in battle fields but his military career would come to an end due to a disastrous event in Saudi Arabia. The mission was the standard aid of a military escort of prisoners who had agreed to testify against the leaders of several terrorist cells. Expectations of enemy interference were high, but nothing the D.M.A.S hadn't gone up against before. However, when the attack came, the squadron found itself under fire not only from bullets and RPGs, but from magic as well.
Three of their own whom they had presumed K.I.A. years ago had been captured by enemy forces and, for some unfathomable reason, had switched sides. What Viktor saw in his former comrades' eyes however was not a new found ideal, or steeled resolve that would allow them to lift arms against men and women they once fought besides and entrusted their lives to. As the three traitors dismembered their opposition with devastating spells or carnage and destruction, Viktor only saw madness in their eyes. He had seen people lose control under pressure before, seen soldiers, magical and not, lose their senses when faced with the threat of death and mow down whatever came within their cross-hairs, no longer able to distinguish friend from foe. Not everyone could handle the battlefield. But these three men were different, they were wild, they lived for the destruction that their powers wrought. It was Viktor's first encounter with those who became enamored with Death, and it sickened him to his stomach.
the D.M.A.S walked away from the encounter victoriously, having eliminated both the turncoats and the terrorist force they accompanied, but not before seeing no less than ten of their own fall, including their captain, Viktor's direct superior, and a man whom had become much like a mentor to him. Everyone expected him to take up the mantle of leader after the incident, but instead he requested to be discharged. He could no longer bear the though of taking his spells to the battlefield after seeing what Death could do when used by the wrong people.
He returned to the Academy and applied for a teaching position. He now handles the Intermediate-level Death students, and does his best to ensure that what happened in Saudi Arabia never occurs to them. What he judges in his pupils is first and foremost their character, and only those with the strongest will and greatest amount of self-control earn a passing grade from him, regardless of how talented they may be. In fact, ESPECIALLY if they posses great talent.
Name: Lucas Kain
Grade-Level: 11th grade
Specialization:The Magician card focuses on the changing aspect of magical energy. Upright Magician spells focus on change in physical form, this can be anything from transforming blocks of iron into swords to changing water into ice or steam, to even shape-shifting, and in the hands of a master the Magician card will even allow one to force living beings to assume the shape one desires them to, even against their will (the toad is a classic). Reversed Magician spells deal in changes done on the psychological level, rather than physical. this makes it easier for a Magician user to persuade someone during a conversation, to subtly affect the moods of friends and enemies alike, to controlling animals and other weak-minded creatures to do their bidding. A master of these spells will be able to manipulate someone's every moves without the victim ever knowing a spell had been cast on them.
Personality: one doesn't get named after the Norse god of trickery and mischief for no reason. Lucas is a notorious prankster and manipulator to those who know of him. Generally he's completely harmless though, if still very annoying. He just finds school life boring, which isn't as common a sentiment as one might imagine at Academia Arcana when you consider the students there get the privilege of learning magic. Still, the routine and predictable bores Lucas and he enjoys messing things up and adding some excitement to his life, and the lives of those around him, regardless of whether they want it or not. Despite this he is rather sociable and generally friendly, so he does make friends fairly easily amongst his peers.
History: There isn't much to be said about Lucas really. He is just a regular student who was sent to the academy five years ago and has been living there since, much like everyone else. He is a bright student both in contemporary classes and magical ones (though he does his very best to give as little effort as possible during physical education) and he has taken a great liking to the Magician arcana, especially its reversed spells. He doesn't have any great ambitions, which many teachers insist is what prevents him from reaching his full potential, but really he just wants to have a good time at school, make a bunch of good memories, and then keep enjoying his life without taking anything too seriously afterwards. The ideal of ushering in a utopia is nice and all, but what is the point if no one stops to smell the roses along the way?
Denver Barshnam (babies123)
Bart McCarthy (Ethir)
Richard Gregor (blandman)
Pavel Solokov (Capt Kiwi)
Silus Walker (ScarletMangekyo)
Sabrina Amders (babbies123)