Medieval Ordinary Access Reference
- Overview
- Shared Terms
- Aion (Temporal Energy)
- Aqua (Vital-Fluid Energy)
- Ignis (Transformative Energy)
- Imago (Morphic Energy)
- Lux (Revelatory Energy)
- Memoria (Imprint Energy)
- Terra (Structural Energy)
- Umbra (Attenuative Energy)
- Verba (Definitional Energy)
- Zephyr (Kinetic Energy)
- Ordinary-Tier Compound Casting
- Use in Later Work
Overview
This document defines what each of the ten Prime Energy Classes can ordinarily achieve during the medieval era, and the point at which further practice in that class typically stops being ordinary.
It does not introduce new bands. It maps the existing Costs and Side Effects overuse diagnostics and the Dark Magic legal ladder onto the low end of the scale, since neither document currently describes what falls below institutional, guild, or military practice. It does not describe practitioner tiers (who is licensed to do what) or settlement-level access (what a given hamlet, town, or temple-city actually has on hand), because both vary by region and polity; those belong to later regional and settlement documents that can cite this reference as their shared starting point. It also does not narrate what magic looks or feels like to a bystander; that belongs to later religious and book-facing prose.
These parameters are scoped to the medieval era specifically. Sources of Power, the Prime Energy Classes, Lifeforce, and the cost structure are eternal and era-independent; what counts as "ordinary" for a given class is not, and should be revisited whenever a later-era magic-and-technology pass changes what infrastructure, training, or instrumentation is normally available.
Shared Terms
Two terms recur through every class profile below:
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Ordinary Ceiling: the highest level of practice in that class that a caster can reach while remaining inside the Green risk band defined in Costs and Side Effects, and, where a Dark Magic legal class applies, at or below the Restricted threshold. Practice at or below the Ordinary Ceiling is what an untrained or lightly trained caster can reasonably attempt without specialist supervision.
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Notable Threshold: the point at which further practice in that class typically requires the Amber-band caution, licensing, or supervision described in Costs and Side Effects, or crosses into a Restricted, Conditional, Prohibited, or Atrocity-class act under Dark Magic. Crossing this threshold is where regional practitioner-tier and settlement-access rules take over; this document does not define what lies beyond it.
Aion (Temporal Energy)
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Ordinary Ceiling: minor preservation of perishable goods, textiles, or timber slightly past their natural span, and small pacing adjustments to slow processes (drying, curing, fermenting).
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Notable Threshold: any working that meaningfully slows or halts a living process, or any attempt at true stasis, moves into Frozen Moment Magic and out of ordinary practice.
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Typical Cost Profile: material and ritual cost dominates (inscribed anchors, prepared geometry); personal reserves matter only at larger scale.
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Typical Casting Method(s): Rune/Inscription for preservation charms; Ritual for the Stonelocking compound tradition used in foundation and anchor work.
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Healing/Utility Relevance: none directly; relevant only as shelf-life support for stored medicine and foodstuffs.
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Taboo/Legal Baseline: unrestricted at ordinary scale. Life-extension or true stasis attempts are Conditional-to-Restricted in most jurisdictions given their inheritance-law and succession implications, but this is a downstream regional question.
Aqua (Vital-Fluid Energy)
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Ordinary Ceiling: superficial wound cleaning and closure, minor circulation and fever relief, and plant- or animal-sourced restorative work (teas, tonics, poultices), all consistent with Lifeforce's account of ordinary-life healing sources. This covers Healing Compatibility Band I (Concordant) and most of Band II (Adjacent).
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Notable Threshold: direct same-species lifeforce transfer for deep or organ-level repair moves into the Vital Magic school and Band III (Strained) or worse; this is where a folk healer’s competence ends and a trained caster’s begins.
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Typical Cost Profile: lifeforce expenditure is the defining cost even at ordinary scale, since healing is transfer, not creation; personal reserves matter for the caster performing the transfer.
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Typical Casting Method(s): Focus-Based (poultices, tonics, and treated water as medium); Ritual for communal or formal healing rites.
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Healing/Utility Relevance: this is the primary healing class at ordinary scale.
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Taboo/Legal Baseline: unrestricted for voluntary, consensual transfer. Forced or unwilling lifeforce extraction is Atrocity-class under Dark Magic regardless of scale.
Ignis (Transformative Energy)
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Ordinary Ceiling: kindling assistance, minor heat work for cooking or drying, and small-scale hearth or forge-fire coaxing.
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Notable Threshold: fire used offensively, or thermal release beyond hearth scale, moves into Crucible Magic proper and typically into guild, temple, or military oversight. Ignis also forms two of the three canon resonant oppositions (with Aion and with Memoria); ordinary practice should not attempt to combine Ignis with either.
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Typical Cost Profile: environmental cost (heat drawn from the surroundings) and personal reserves; Crucible’s canon failure signature is thermal runaway, so even ordinary practice carries real burn risk.
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Typical Casting Method(s): Gesture and Focus-Based (fire-starting tools).
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Healing/Utility Relevance: none, aside from incidental use in cauterization, which is Aqua-adjacent in practice rather than a true Ignis healing role.
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Taboo/Legal Baseline: unrestricted at hearth scale. Destructive or weaponized use is Restricted-to-Conditional depending on context (civil versus wartime).
Imago (Morphic Energy)
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Ordinary Ceiling: narrow and largely compound rather than standalone at folk scale; Imago mostly appears ordinarily as a supporting energy inside Healing-Shift (Aqua+Imago) or minor craft-shaping support inside Nature or Forge work, not as an independent working.
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Notable Threshold: any deliberate bodily identity change, standalone shapeshifting, or organ-level restructuring moves into Morphic Magic or Vital Magic and out of ordinary practice essentially immediately; there is very little ordinary-tier headroom in this class on its own.
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Typical Cost Profile: personal reserves and lifeforce expenditure; identity- or continuity-adjacent injury requires the stabilization-before-restoration approach described in Costs and Side Effects.
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Typical Casting Method(s): Focus-Based for minor supporting work; Blood/Bodily Medium for anything deeper, which is itself a marker of leaving ordinary scale.
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Healing/Utility Relevance: supporting role inside Healing-Shift only; not an ordinary-tier healing class on its own.
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Taboo/Legal Baseline: unconsented bodily alteration is treated as mutilating transformation under Dark Magic and sits at Prohibited-to-Atrocity-class regardless of scale.
Lux (Revelatory Energy)
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Ordinary Ceiling: simple illumination (a working light in place of a lamp), minor clarity or attention-focusing charms, and unreliable folk truth-sensing of the kind that would not hold up as evidence.
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Notable Threshold: reliable revelation, scrying, or foresight work moves into Augury Magic or Path Magic, both of which carry serious failure signatures (forecast echo entrapment, branch overload) and are typically temple- or state-supervised given their political stakes. Lux also forms one of the three canon resonant oppositions (with Umbra); ordinary practice should not attempt to combine the two.
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Typical Cost Profile: personal reserves; Lux is among the least materially demanding classes at ordinary scale.
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Typical Casting Method(s): Direct Will and Gesture for simple light and clarity work.
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Healing/Utility Relevance: none directly; occasional diagnostic use (assessing a patient by clearer light or minor clarity-of-mind aid) is incidental, not a healing application of Lux itself.
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Taboo/Legal Baseline: unrestricted for minor illumination. Prophecy and deep revelation are commonly Conditional, reserved for sanctioned temple or state use given their political weight; this is a downstream regional question.
Memoria (Imprint Energy)
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Ordinary Ceiling: small mnemonic charms and marked or treated objects that hold a minor impression (a token that "remembers" a face, a recipe, or a promise), and minor preservation of a specific pattern or arrangement.
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Notable Threshold: formal, legally enforceable oath-binding through the Oath-Inscription tradition (Memoria+Verba) moves into Binding Magic and institutional (guild, temple, or court) oversight, since a broken binding carries real clause-snap and legal-rebound risk. Memoria also forms one of the three canon resonant oppositions (with Ignis); ordinary practice should not attempt to combine the two.
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Typical Cost Profile: material and ritual cost (inscribed or treated media); memory fragmentation is a recognized during-casting side effect even at small scale.
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Typical Casting Method(s): Rune/Inscription; Spoken/Liturgic for recitation-based memory fixing.
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Healing/Utility Relevance: supporting role inside Vital Magic (Aqua+Imago+Memoria) for living-pattern correction; not an ordinary-tier healing class on its own.
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Taboo/Legal Baseline: unrestricted for self-directed or consensual use. Altering or erasing another person’s memory without consent is Restricted-to-Prohibited as an autonomy violation under Dark Magic.
Terra (Structural Energy)
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Ordinary Ceiling: minor reinforcement of a doorframe, wall, or foundation stone, small threshold ward-stones, and mason’s-assist charms used in ordinary building trades. This is one of the more accessible ordinary classes precisely because it overlaps with everyday construction work.
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Notable Threshold: load-bearing magical structures, large-scale fortification, or permanence at Stonelocking grade (anchors meant to hold across generations) moves into guild-level infrastructure casting, since failure risks site-wide collateral damage.
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Typical Cost Profile: material and ritual cost (stone, inscribed anchors); personal reserves scale up with the size of the structure.
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Typical Casting Method(s): Ritual and Rune/Inscription for foundation work; Gesture for minor, immediate reinforcement.
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Healing/Utility Relevance: none.
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Taboo/Legal Baseline: unrestricted for ordinary domestic and trade use. Larger infrastructure work commonly falls under guild or civil licensing given public-safety exposure, consistent with the general regulatory pattern in Costs and Side Effects.
Umbra (Attenuative Energy)
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Ordinary Ceiling: minor concealment (dimming light, muffling sound, softening a scent or trail) and funerary-adjacent grief-work that eases the end of something without erasing it.
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Notable Threshold: true invisibility, large-scale concealment, or any remnant- or corpse-adjacent work moves into Trace Magic or Necromancy, both schools commonly associated with dark practice under Dark Magic and typically taboo-coded even where legal. Umbra also forms one of the three canon resonant oppositions (with Lux); ordinary practice should not attempt to combine the two.
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Typical Cost Profile: personal reserves, plus social cost more than any other ordinary-tier class; concealment invites suspicion even when the use is legitimate, consistent with Costs and Side Effects' account of reputational and legal cost.
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Typical Casting Method(s): Gesture; Environmental Conduction (working with ambient shadow or quiet).
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Healing/Utility Relevance: legitimate palliative and end-of-life use (easing a difficult death) is a recognized non-dark application; it should not be treated as inherently sinister.
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Taboo/Legal Baseline: Conditional by default even at ordinary scale, given the social-cost pattern above. Use for theft, trespass, or corpse-adjacent purposes moves toward Necromancy’s stricter classes.
Verba (Definitional Energy)
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Ordinary Ceiling: informal naming and marking charms (a merchant’s mark, a household’s naming custom) and small spoken promises given light magical weight through folk oath-custom.
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Notable Threshold: formal, legally binding oath magic with real enforcement teeth, especially through the Oath-Inscription tradition (Memoria+Verba), moves into Binding Magic and institutional (guild, temple, or court) administration.
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Typical Cost Profile: social cost is the defining cost for this class even more than physical cost, since Verba workings create legal and relational consequence by design; material and ritual cost for inscribed contracts.
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Typical Casting Method(s): Spoken/Liturgic; Rune/Inscription for anything meant to persist.
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Healing/Utility Relevance: none directly, though Oath-Inscription underlies the formal vow-structures that bind licensed healers' codes of conduct.
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Taboo/Legal Baseline: unrestricted for informal or folk custom. Coerced or forced oath-binding is Restricted-to-Prohibited under Dark Magic.
Zephyr (Kinetic Energy)
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Ordinary Ceiling: minor draft-work (clearing smoke, speeding drying, a following-wind charm for a small boat or cart) and light bellows-assist for forge work.
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Notable Threshold: violent-weather work through the Storm Magic school (Ignis+Zephyr+Aqua), or large-scale propulsion and redirection, moves into guild- or military-licensed practice given Storm’s severe canon failure signature (arc chaining, arrhythmic shock).
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Typical Cost Profile: personal reserves (fatigue) at small scale; environmental cost (drawn ambient wind or pressure) at larger scale.
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Typical Casting Method(s): Gesture; Environmental Conduction; Focus-Based for standardized wind-work.
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Healing/Utility Relevance: none established in canon; any folk association between wind-work and circulation is a cultural belief for a downstream religious or regional document to describe, not a mechanical effect defined here.
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Taboo/Legal Baseline: unrestricted at folk scale. Weather-tampering at larger scale is commonly Conditional given its agricultural and strategic stakes; this is a downstream regional question.
Ordinary-Tier Compound Casting
The Conversion Ladder already sets the boundary between what is realistic to attempt at ordinary tier and what is not, and this document does not need to duplicate it. In practice:
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The three canon harmonious pairs (Aqua+Imago, Memoria+Verba, Terra+Umbra) and same-class (Tier 0) shaping are the only combinations that remain broadly ordinary-tier viable, since Tier 0 and Tier 1 conversions carry minimal to low loss even at moderate affinity.
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The four established compound traditions (Storm-Forge, Oath-Inscription, Healing-Shift, Stonelocking) sit above pure folk practice but below full guild specialization. They are best understood as a trade or journeyman tier: accessible to a trained smith, notary, healer, or mason respectively, but not to an untrained caster working alone.
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The three canon resonant oppositions (Aion+Ignis, Lux+Umbra, Memoria+Ignis) and the wider set of resistant pairs should not be attempted at ordinary tier under any circumstance. Each class profile above flags its own participation in these pairs for that reason.
Use in Later Work
This reference exists to be cited, not narrated. Later work should treat it as follows:
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Regional and settlement documents should define practitioner tiers (who may legally cast what, and under whose license) and settlement-level access (what a given hamlet, town, or temple-city actually has available) as variables layered on top of the Ordinary Ceiling and Notable Threshold parameters above, not as a restatement of them.
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The medieval ordinary-religion layer (still outstanding on the project roadmap) should treat Prayer/Devotional casting, divine sponsorship, and the Miracle/Liturgy/Spellcraft legal test in Divine and Traditional Magic as its own territory; this document deliberately does not re-describe devotional practice.
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Failed Mending and other deferred Troll-specific healing phenomena are not addressed here and remain a separate integration pass, most naturally anchored to Aqua’s healing-compatibility bands above and to the clean/compensated/palliative recovery model in Costs and Side Effects.
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Book-facing and place-facing prose should draw its flavor, scenes, and specific characters from the parameters above rather than inventing parallel mechanics; if a scene needs magic to do something this document does not cover, that is a signal to extend this reference first.