Aberration : A highly dangerous magic, Aberration is banned in the city. Anyone suspected of practising this magic will usually find themselves reported to the Intelligence Authority. The FRA has a theoretical interest in Aberration but haven't found a reliable method for controlling and removing such mages for the purpose of
experimenting on them. If discovered, an Aberrant is likely to be permanently
uninvited from Viden.
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Abrogation : This magic is greatly respected within the city. Practitioners are viewed as having a broad understanding of multiple magical disciplines, usually having an excellent understanding of ether and how magical matters work. It is also viewed as a passive magic, used for defence and deconstruction against other disciplines and as
such, it is seen as a very scholarly magic. The city employs a number of them in the
Academy, the FRA and the various military forces of Viden. Those who practice this
magic are likely to be met with interest and warmth - from a Videnese perspective -
and will not be feared. Other registered mages may be a little wary, worried that their
magic might be negated.
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Attunement : Attuners seek to understand, exploring the Ether around them to gain knowledge about their environment and as such, they are greatly respected within Viden, especially by the Academy. While arcane teaching is largely theoretical within the Academy, those who are trusted with a spark will often be offered an Attunement
one as it is considered a cornerstone magic. This might be because of the influence of
the Seekers who in days past considered proficiency in Attunement necessary before a
student could receive more sparks. There are a number of Attuners employed in
investigative branches of the Intelligence Authority as they can often unpick events
that have occurred; Attuners are also considered capable spies. Those who must
journey into the Tundra consider an Attuner to be immensely valuable in order to
keep track of predators and ensure that an expedition is safe.
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Becoming : Given that a good Becomer requires a good knowledge of various fauna, it makes sense that there is scholarly interest in this particular magic. However, while there is some interest and some respect for those who study this arcana, Becomers are still viewed with some wariness. Those who throw themselves into this magic are
viewed as abnormal, progressively blurring the lines between animal and man. There
are some ideas about Becomers and why they frequently gravitate to positions as
hunters and Rangers. Such individuals are typically seen as too odd for typical society,
especially Videnese society, as they are more concerned with the physical than the
mental. While Becomers are respected in a way and permitted to do their own thing,
many will form certain judgements of them upon learning what magic they utilise.
Some will choose to snub these individuals who they see as oddballs, whereas others
will treat them in a patronising way, indulging them as if they're children who don't
know any better.
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Defiance : Defiance is essential to the maintenance of the city. A number of the Tienite Reavers are capable of manipulating ice, which helps them to repair and reinforce the city's frozen infrastructure. Ice defiers are highly versed in the magic but those with a more basic knowledge who can only manipulate one element
at a time are also considered quite valuable. Fire defiers are necessary but are viewed
with some caution as they could bring about the city's downfall through melting and
burning; they are particularly sought after among the Rangers who find fire a very
useful thing to be able to control out in the frozen wastes of the Tundra. Overall,
Viden has a very positive attitude towards all Defiers regardless of the elements they
can harness.
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Dustforge : To be updated upon release.
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Empathy : This magic is viewed as a valuable and scholarly magic because Empaths understand the full range of emotions and examine them on a regular basis The Videnese are typically viewed as unemotional, as cold as the frozen landscape they reside in, but in truth, they are usually schooled to control their emotions. Empaths
are considered the most adept at emotional self-control, understanding how to
restrict their own strong emotions better than the average citizen, something which
is lauded among the general populace. The fact that Empaths can
stimulate emotion is
viewed with some wariness and discomfort although the average denizen can see the
applications if trouble was to break out in the city. The Intelligence Authority is home
to many of the city's Empaths as their skills are considered vital in all manner of
assignments from police patrols to surveillance and interrogation. Although openly
welcome in the city, those who reveal that they hold this magic will likely find people
uneasy and perhaps a little paranoid that they'll be made to feel things against their
will.
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Graft : Viden considers Graft to be its magic, plain and simple. While there are people and places outside of the icy city that use it, the Videnese consider it to be its greatest users and its best practitioners. Their way of thinking isn't
entirely incorrect as there are many Grafters to be found in the city, particularly in the Infirmary where their
services are indispensable with many healers and nurses trained both medically and
magically. However, while the denizens of the city consider Grafters to be fantastic,
many of them are rather disturbed by such mages, especially those at higher
proficiencies as their Awakenings can be quite disturbing and off-putting. It wouldn't
be uncommon for higher level Grafters to hide themselves away from normal society
to avoid seeing the extreme discomfort of others.
Unbeknownst to most citizens, the FRA contains many Grafters most notably those
who use their magic for malign purposes. Experimentation between Grafters and
Necromancers certainly isn't unheard of and often in such collaborations, the subjects
of research are often those unfortunates who fail in various magical initiations. It
would be rare for a mage to attempt a second initiation of a Mortise and so those who
are not successfully initiated into Graft typically end up in the FRA to live out their
final trials.
Viden considers Graft initiation to be a serious business. Initiates must be willing and
have the risks explained to them. Those mages who conduct those initiations are told
that if they create a Mortise, the failure will be removed and where it ends up will not
typically be talked about. A single initiation typically involves multiple Graft mages
and healthcare professionals so that if anything goes awry between the mage and the
initiate, there is help if it is needed.
Grafters make up a high proportion of mages in Viden.
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Hone : Hone is seen as essentially employing magical writing. Many Videnese understand the potential value in a word or a symbol so in theory they view Hone favourably. In practice, a Hone mage is not a common sight in the city of ice, possibly because those initiated in such a magic find their Spark driving them to places where
they can do more, either harm or good. Most citizens have not encountered a
Runewright to their knowledge and in the Academy, it is taught on a theoretical basis
although there are some mages who have Hone as a secondary or even tertiary magic.
From an academic standpoint, it is viewed as intellectually intriguing but few would
consider the risks of initiation as being worth the payoff. While interesting, the
general consensus is that Hone is a bit useless although that view is held less among
those in the military forces where a Runewright is useful to have - just in case.
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Mirage : To be updated upon release.
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Necromancy : This magic is banned in the city, a necromancer's ability to manipulate the dead hardly considered savoury. While in theory access to dead bodies of any race should be nigh on impossible to obtain because the Videnese cremate their dead, those areas of the Academy that deal with the medical fields do keep a store of
cadavers for study purposes. Additionally, there is a brief window of opportunity
between death and the corpse's burning, which means that for those in the right place
at the right time, necromancy is possible - and it is an idea that horrifies many of the
city's denizens. Although necromancers are banned from the city and presumed to be
dealt with severely if discovered, it is perhaps unsurprising that many in the city are
willing to keep vigil on their deceased family and friends until they're consigned to
the flames albeit such things are typically private and secretive, something like shame
hanging around such rituals as if those who conduct them will be accused of undue
paranoia and superstition.
While the official line is that necromancers are banned due to unsavoury interference
with once sentient beings, the FRA does actually have a few of these mages. The
facility is not against any and all avenues that will progress its store of knowledge and
it has its own private store of cadavers from those inmates who die. Additionally, it's
considered good practice to have some necromancers in the event that Viden deals
with an attack or a war; it's a good idea to be able to raise an army from the corpses of
your own men and women and those of your enemies.
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Pact : To be updated upon release.
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Rupturing : On the surface, Rupturing could be seen as a potentially useful magic for the city and therefore beneficial to Viden as a whole. However, Rupturers have a reputation for being flighty and difficult to pin down, unreliable, lacking loyalty and overemotional. It is said that a Rupturer would rather slip through a portal to avoid
responsibilities instead of dealing with them head on. There are few of these mages in
the city, perhaps due to their tendency to move from place to place, the ice-bound
nature of Viden for many seasons hampering movement, even for those who can
utilise portals.
This magic is largely associated with merchants, hunters and military forces,
particularly the Rangers so these individuals are considered oddities, not fitting into
the city's often cerebral motivations. That being said, the magic is a focus of scholarly
interest as it might provide excellent insight into magical or mundane inventions that
could enable easier and speedier travel, especially over large distances.
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Schism : To be updated upon release.
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Sovereign : To be updated upon release.
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Transmutation : Considered a highly practical magic, Transmuters are highly sought after by the citizens of Viden. The fact that they can add qualities to objects is of great import, for example, adding the heat of the flame to clothing to add warmth while out in the Frozen Wastes or to objects that you want to keep free of ice and snow in the
sub-arctic environment. Transmuters are greatly respected by the average citizen for
the practical services that they can provide but also by those with an interest in
magic. It is considered an intellectual discipline and for those in the Academy, those
who hold both a Transmutation and an Attunement spark are considered the highest
authorities on magic as they both allow great insight and understanding of the world
around the mage.
Credit to Banshee