Magic

The Tide
The metaphysical appearance of the source of all magic appears as a vast, volatile ocean with thousands of currents pulling and pushing in all directions. The appearance of the "water" of this magic ocean is that of vibrant, liquid crystal. This plane of magical energy is referred to as the "Plane of Magic" or "The Tide."

Mages who wish to become fully fledged wizards must learn to understand how to redirect specific currents and return the flow of magic through themselves as a conduit. This is the hardest part of learning to be a mage and can take an average of five to ten years for a wizard to learn this skill. This is due in part to how dangerous it is to draw from the Tide without understanding how to redirect the flow. Many an apprentice wizard has blown themselves to pieces and immolated their homes due to ignorance, hence why most wizards are required to live either outside city limits, deep underground, or on the outskirts of town.

In many occasions, the overuse of magic in certain locations will cause a Well-Source to open. A Well-Source, commonly referred to as simply a "Well," is a large area where magic flows freely in the very soil and air, commonly referred to as "Wild Magic." Anyone casting a spell within a Well-Source can cause all sorts of effects to appear around them or to them. Some adverse, some beneficial.

Sometimes the reverse can happen and cause the area to suffer from a lack of magic, known as a Dead-Well. These areas are devoid of magic, as if the area had an Antimagic Field casted upon it, as the area is drained of all magic and pulled into the Tide. All magic items are rendered useless, unless they are artifacts, all spells fail to cast, and magic effects cease to work in a Dead-Well. Any creature who casts a spell may suffer the affects of psychic strain as the Tide's power ebbs through them and is pulled into the Dead-Well.

Both Dead-Wells and Well-Sources can cause many changes to the ecosystem they exist in.

The length of which a Dead-Well or Well-Source exist in an area is random, but the more spells used to cause the rift to the plane of magic, the more

Sorcerers
Those born in the area of a Well-Source run the risk of becoming infused with the very magic in the air. Any child birthed must roll a d100, on a 90-100, the child becomes a Wild Magic sorcerer, which manifests 1d20 years after birth. However, a child born in a Dead-Well runs the risk of becoming a Nullifier. Any child birthed in a Dead-Well must roll a d100, on a 99-100, the child becomes a Nullifier immediately after birth.

Nullifiers
A Nullifier is someone who can disable lower level magic with touch alone. This is not something a Nullifier can control. A Nullifier is capable of using an action to nullify (ie: destroy) a magical effect of second lever or lower. A Nullifier can also use its reaction to nullify a spell of second level or lower, as well a cantrip, that targeted it. Until dispelled spells, such as Arcane Lock, and magic items are suppressed for as long as the Nullifier touches them, and 10 minutes after touching them, instead of destroying the enchantment.