Mechanics of Magic Within Tiien, Magic reigns supreme and is the most powerful forces common. It is what created all things, from the tiniest speck of dust to the towering behemoth of a demon, and there is nothing in existence that doesn’t have a trace of Arcanite in it. It is the world’s essence, its origins, in its purest form. Mage Blood is the catalyst from which allow mortals of all races to access magic. All Races within Tiien have mages, the percent different between each one, and each individual is able to manipulate one Mage Blood. The Arcanite within each individual is as unique as their blood, without it they are unable to manipulate Tiien’s magic or even live. Mage Blood in particular is a concentrated source of Arcanite, and nearly 50% of the blood which diminishes whenever one uses his/her magic. Now not all those able to perform magic learn to become mages or possibly ever realize they have such a gift throughout their whole lives. Usually magic is discovered through stressful events or emotional trauma resulting in either a lack of control or minor spark in magic. However it’s possible for magic to fade from an individual if not regularly used over long periods of time, unique in each individual, but rarer cases have been known to cause the opposite. Instead of losing their ability, there’s a sudden magical spark that soon grows out of control on their own due to the novice’s inability to control them. With these mages it’s required they seek training in hopes to learn to control their magic or risk one day falling victim to ‘Blood Sickness’. “Blood-Sickness” occurs when too much Arcanite has been used and a Mage’s blood is unable to replenish new Arcanite to replace the old without sacrificing the bodily functions needed for a being’s health and life. This sickness results from events of constant magic casting and most common with untaught novices. It puts a dangerous strain upon the body and can lead to an untimely end when the heart busts, stopping completely. Often there are symptoms that serve for warning signs when a mage is nearing their exhaustion limit, including but not limited to: nausea, disorientation, sudden fainting, weakness and shakes. These side effects become worse when ignored, most likely leading to death when there’s no Arcanite left. However, more advance mages learn to control their usage of Arcanite within their blood. In the end, mages getting more power in exchange for less blood, creating minimal waste. Sadly this trait comes with practice and knowledge, novices barely able to continuously cast for long periods of time (several, endless hours of continuously casting with only a few minutes break between each spell is considered a long time period) without quickly succumbing to the effects of Blood Sickness. Any time spent not casting magic will slowly regenerate the Mage Blood, longer periods, usually hours, of rest means more blood replenished while short, few seconds, means only trace amounts are regained. Most individuals only have the capacity to control one School of their MageBlood and this School would be their focus. In time, and after several years, they are able to learn and master both Schools of their Mageblood. However their power wouldn’t quite match up one that is specialized in a single School. [center][u]Mage bloods and Schools[/u][/center] Each Blood is made up of two different schools. The separation of powers that really only applies to those less experienced in magic because in time most mages will or can become a master in both Schools of their Blood if they choose to. The Magic levels are listed below and divided into 4 basic levels: novice, intermediate, advance, and master.