Magic

Everyone is born with a magic power. Some people discover it when they're toddlers, while others discover it when they're nearly a teen. Some people inherit their magic power from one of their parents, or something similar. Sometimes it's completely different. Everyone generally discovers their power before they become a teen.

- The police have power negation cuffs that negates a person's power. Prisons also have this affect.
- People can go to magic specific schools if they wish to boost/master their power.

Classes

Magic in Cholpon follows some rules, and can be categorized in five classes.

Elementalism- Element stuff. Only 1. Includes things like temperature, sound, ect
Summoning - Summoning items you own or you made a contract with
Psionics - Teleportation, Future sight, telepathy, telekinesis, animal whispering, technomancy
Whimsical - Luck, illusions, invisibility, copying, ect
Augmentation - Super speed/strength, healing, negation. Ability boosts

Rules

These are some hard rules that scientists have discovered, and have been tested many times. No matter what, these rules can't be broken

Unofficial Rules

These are rules that the people of Cholpon have put into place themselves that don't include official laws

In Depth Look

Elementalism

People that have magic in the Elementalism Class have control of a single element. It's most common to see people with fire, water, wind, or earth magic. Some other elements that can be seen include ice, electricity, sound, temperature, light, shadow, and possibly even more. Because of this, Elementalism is very versatile, with many different ways that people have have managed to use it. Some may be able to control the element, like being able to create a nice breeze. Some have also been known to be able to shoot fireballs from their hands, or even seemingly sink into the shadows. Most people tend to stick to using their element in one way, while people set out to master Elementalism use their element in multiple ways.

Summoning

People that have magic in the Summoning Class, like the name implies, can summon things. The most common form of summoning that's been recorded is being able to summon items that you own. A more uncommon version of this magic is being able to make a contract with an entity or an item. Once they make a contract, the user will be able to use a special skill or spell that was acquired as a result. They can summon the entity, creature, or item from anywhere in the world so long as it still exists on Cholpon. They can back out of the contract at any time in order to make a new one. In any case, people under this class can only summon things they are able to carry. The only exception to this is if someone were to make a contract with an animal. As long as the animal consents, they can make a contract with any animal.

Psionics

People that have magic in the Psionics Class have psychic magic. Things like teleportation, future sight, telepathy, telekinesis, and more belong to this class. People who can teleport can quickly travel to places they've been before, and masters of this can even teleport to different continents! People with future sight can normally see into the future as far as ten to sixty seconds, though the world record is up to five minutes! Masters can usually control when they use future sight. People with telepathy can communicate their thoughts with people and animals without even speaking, though it's normally only a handful at a time. People with telekinesis can levitate things with their mind. This also has the restriction that Summoning magic has: in that the user can only use telekinesis on things that they can carry. There's been records of people being saved from great falls because of telekinesis.

Technomancy first popped up a century ago, alongside the invention of electricity-based technology in Cholpon. While it was first believed to be a form of electric elementalism, nowadays it's considered a form of psionics due to it's similarity to telepathy. Studies on this form of magic began around 20 years ago, but it is still widely regarded as an understudied variant of psionics. Generally, technomancers use a form of telepathy to tap into technology, temporarily integrating themselves into a system to control various forms of tech. Examples include manipulating lights in a room, controlling a car without even touching the wheel or pedals, and activating security systems in a house. Some technomancers take this to another level, using things such as phones or computers to access other pieces of technology via wireless (or wired) connections. While most people will only know how to handle a couple of connections at a tame, masters of technomancy may tap into a vast array of tech at once. Many form teams to work in tech-based fields, from developing new technology entirely to adapting current systems to better defend others against hackers or more malicious technomancers.

Whimsical

People that have magic in the Whimsical Class have magic that can't be explained by the other classes. Magic in this class includes luck, illusions, invisibility, and copying. People with luck based magic can have the power over good or bad luck. They can use their luck or misfortune magic on themselves or others. People with illusion magic can create illusions that don't affect the real world. People with invisibility magic can go invisible for a set amount of time, sometimes up to an hour is the magic user practices. Copying another person's magic, that many call Copycat, is one of the more uncommon magics out there.

Augmentation

People that fall into the Augmentation Class have magic that can enhance themselves or others, usually through physical augmentation or directly manipulating magic itself. Things that have been classified in the Augmentation Class include super speed or strength, healing, magic negation, and the ability to directly boost the magic of others. People who have healing magic often become amazing doctors or nurses, to the point most hospitals are required to have some on staff at all times. Those who can negate magic often find themselves in law enforcement, either using their magic to keep prisoners from breaking out to negating dangerous magic out in the field. While everyone in this class can put a little bit of their magic into a trinket or accessory to be worn, there are those whose sole ability is to boost the magic of others. These individuals use a subclass of magic called Full Boost, either putting their magic directly into a trinket or enhancing others via direct contact. What sets Full Boost wielders apart from other Augmentation Class boosters is the range of their boosts. An item charged by a speed augmentation class person will only give others a boost to their speed. An item charged by a Full Boost magic user, however, will boost the magic of the individual with the item, allowing Full Boosters to enhance all forms of magic to some degree.