Overview
All individuals who can be called ‘Adventurers’ are, in fact, some variety of magic user. Even individuals who are considered to be Martial in aspect, rather than Casters, are also magic users. This is because the core of being an ‘Adventurer’ is that your body is imbued with enough magic ability, and your soul likewise saturated, that you can be Resurrected using magic.
Normal people cannot be Resurrected; for most of the people in the world, death is the end, no do-overs. Adventurers, however, have extremely pliant and elastic souls, as well as highly resilient bodies and life energy; this means that, upon death, their soul continues to cling partially to their body, which likewise resists succumbing to injuries, poisons, and illnesses longer than an average person. Magical Resurrections are often performed on the recently dead just in case, but full-on Adventurers are fairly rare.
It is NOT a free ticket, however; each time one is Resurrected, they do lose something. Most often this comes in the form of memories. While often it can be not remembering a segment of your life (upon Resurrection, you no longer remember anything from your adolescent years, for instance), or it can be blank spots in the form of people in your life, up to entire lifespans. Most Adventurers, thus, still avoid death at all costs to avoid being hit with such a heavy penalty. (Note: These memories are not truly ‘lost’, but segments of the soul cannot be retrieved and returned to the body in Resurrection, and thus remain in the afterlife; they are reclaimed upon the Adventurer’s final death)
Once memories are used up (An Adventurer is rendered fully amnesiac upon Resurrection), their body and soul can begin suffering from these effects as well. Resurrection leaving limbs and organs missing, physical senses, and spiritual aspects are uncommon but not unheard of, either as an escalation of memory loss or as the person’s original penalty for Resurrection. Usually if the body and soul are hit immediately, there is something abnormal about the person’s inherent abilities; they may be more inclined towards one particular angle of their powers or another, or highly attuned to certain aspects of their magic. IE; a person may die in an accident and be Resurrected, just to test, and come back blind, but uncover that they are greatly adept in healing and prophetic Divine magics.
The assumed limit for the average Adventurer is approximately five Resurrections.
There are two broad ‘categories’ of magic, each with four specific Branches that denote what can be done with the magic. The categories are the ironically named Inherent Magic (capacity is a natural component of the person who has it based on their lineage), and Bestowed Magic (derived from an external source that either implicitly or explicitly ‘chooses’ a wielder).
Inherent Magics: Rhythmic, Arcane, Psionic, and Tantric Magic.
Bestowed Magics: Nature, Chaotic, Eldritch, and Divine Magic.
From there, each Magic type has four main Classes that resultant users can end up in, based on either a unique ability attuned to each Magic, or broadening skill and capacity in each Branch. In essence, this means that there are three Classes in increasing magical ability per class, starting with a more direct magic-flowing Class that tends more physical, up to a more esoteric mystical caster-adjacent Class. These three are coupled by a unique ability-oriented Class per Branch, characterized by a unique power set that shakes up how the person operates.
Each Branch also has a weakened, more varied pseudo-Class, and a higher-powered Wild Class.











