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===Arcana=== Aldea is a world rich in [[magic]], and where most people have at least a minor spark of magical talent. But, reflecting its Romantic Fantasy roots, Aldean magic is unusual in how much it overlaps with [[psionics]]; the magic of Blue Rose largely focuses on telepathy, telekinesis and empathy over other aspects. This is because Aldean magic originates from the Psyches of the Eternal Dance; the metaphysical origin point of all things. So, a gentler version of the Warp. Because magic on Aldea so naturally gravitates towards the touching and manipulation of minds, Aldeans have developed very strict guidelines as to what is acceptable uses of mind-touching magic. This is one of the very few fantasy worlds where [[enchanter]]s are regarded in the same dim light as [[necromancer]]s. In general, mental contact is not illegal, and supernaturally bolstering one's own [[Charisma]] is acceptable, but direct control over another's thoughts or actions is strictly illegal. And using empathy to forcibly instill fear into another's mind is almost always seen as an illegal, if not unholy, act. Magic in Aldea is referred to as "The Gift" or "The Talent", whilst its practitioners are referred to as "Adepts". However, whilst magic is seen as a neutral force that embodies both creation and destruction, light and darkness, there are those who focus on tapping heavily into magic's darker side - the same force from which the Shadow sprang into being. This dark side of magic is known as "Occult", from the literal translation of the word as "obscured/hidden in darkness" - at least, in the 5e version; in its native system, dark magic is called "sorcery" instead. Now, this is largely similar to [[The Force]] and its division into the Light and Dark Sides, but it's more ambiguous than its [[Star Wars]] counterpart. There are some uses of magic considered inherently occult - raising the dead, controlling others against their will and instilling fear are the most specific examples, but in general any spell that alters somebody's body, mind or soul without their consent is "occult" - but largely what defines a spell or magical item as "occult" depends on how or why it is used, rather than the power. Those who mess with the occult risk being physically and spiritually corrupted, which is shunned everywhere save in the realm of Kern, which actively embraces occultism and corruption as a path to power.
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