Magical Doctrines

The Magical Doctrine is a term that first came into use by mages, though it has been adapted since. Originally, it was used by mages to gauge which countries were the best to serve in, and this combined with the magical potential of the region would help mages decide where to live and work. However, since then it has expanded to mean the combination of magical potential and governmental support, with 6 tiers organized in most scholarly works. A region with low magical ability can only go so high in the tiering, but a nation can always go lower.     Tier 0: Magical Oppression - States which have banned magic altogether. May practice witch hunts and is generally hostile towards those who seem like magicians. But, if you're on the run from mages and magical law enforcement, it might be a good place to go.  
  • Easier to stabilize the realm with mages banned. Plus, you can burn your enemies as witches.
  • The nobility and clergy like having no opposition to their power.
  • Almost no mages are able to be employed ever, and the rare ones that can will have… ulterior motives…
  • Can’t cast spells without people to cast them.
  • If a ruler is born with magic ability they may have to hide it.
  • Slightly easier time developing technology and acquiring said technology.
  Tier 1: Magical Insignificance - States that have magical insignificance simply have no magical community whatsoever. Sure, there might be the occasional sage or minor wizard around, but generally magic plays no part in the people's lives.  
  • The nobility and clergy like having no opposition to their power.
  • Only rarely will mages of national note be available for hire or warfare.
  • Even if spells are cast they’ll likely be very weak.
  • Slightly easier time developing technology and acquiring said technology.
  Tier 2: Magical Subjugation - States that have magical subjugation have little magical potential. Magic is a rare quality that can only really be used in aiding non magical means of life. Sure, these countries might have one or two wizards on the front lines and a few artificer gadgets, but nothing more.  
  • Mages have some influence, but the clergy and nobility still enjoy far more
  • Mages of national note are sometimes available and perhaps a mage-general might serve every few decades.
  • Spells cast will still be weak but not as weak as in Tier 1, as being far more reliable
  • Technology is every so slightly easier to develop and acquire
  Tier 3: Magical Parity - States with magical parity make decent use of magic. Magic is usually concentrated in the upper class, but the state can make use of this. Magical blood is considered a great blessing in these sorts of countries. Magic is seen as equal to non magical innovation and is prevalent enough that common people can occasionally be affected by it.  
  • Mages have equal influence to clergy and nobility.
  • Spells cast will be generally up to par with the average nation.
  • Slightly harder time developing technology and acquiring said technology.
  • Magic use allows a slightly easier time developing the country.
  Tier 4: Magical Primacy - In states with magical primacy, magic is the single most important piece of their function. Magic is the first tool in most situations the state finds itself in, and magical blood is common enough that weaker mages might not make the cut into magical schools. Whole regiments of war-wizards might be present in their armies, and ruling monarchs are often mages too.  
  • Mages have more influence than clergy and nobility.
  • Spells cast are more powerful than average.
  • Harder time developing technology and acquiring said technology.
  • Magic allows easier and faster development.
  Tier 5: Magical Transcendence - In states with magical transcendence, magic is the lifeblood of the nation. Have a problem? Magic will fix it! Magic can't fix it? Well you simply haven't tried the right magic yet! Magic permeates every aspect of society and there are so many mages that each town might host a reasonably powerful wizard in their own right. Even frontline soldiers might be mages in these types of states; so much magic that the loss of one decent mage doesn't matter at all. And if you're not magical? Well, forget about any important government job, really.  
  • Clergy and nobility basically have no influence, it all goes to mages.
  • Spells cast are extremely powerful.
  • Much harder to develop and acquire new technology.
  • Development is extremely fast and easy.

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