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Magic

 

Magic is a neutral manifestation of Aether and Nether energy with no elemental properties, and behaves in an entirely unique way.

It appears as a soft, ethrereal glow flowing from the casters' hand, often displaying colors related to the caster (usually the color of their eyes, or a color present in their body), as they trace the runes necessary for the spell while maintaining their intent clear in their mind.

It is mostly wielded by those unable to access any of the elements, and it has many uses.

A being may be capable of wielding both element and magic, but in said case, they will never be fully proficient at either: if they focus on magic, their elemental level will drop; if they focus on element, their magic level will drop accordingly.

It is treated in the same manner as elemental knowledge is, and it is scaled in the same way.

Magic depends largely on knowledge, not just skill or talent, and it requires a non-elemental type of energy found in all living creatures: mana.

Mana is what gives a being the ability to cast spells, and is separate from elemental magic which is a different pool of energy altogether.

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Magic Mastery

Magic is a skill that can be further developed through a fair combination of practice and studying. Talent also plays a big part, but not as much as it does when it comes to elemental training.

Most elementless dragons or beings choose to compensate their lack of element with magic instead.

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0 - None

No magic knowledge, or unable to perform any spells.

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1 - Beginner

Simple magic spells.

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2 - Novice

Simple magic spells, but able to do them reliably.

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3 - Practiced

Able to perform simple magic spells in a very reliable way.

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4 - Proficient

Able to cast intermediate spells. Simple spells become easier to maintain or cast.

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5 - Refined

Intermediate spells are casted reliably, even more complicated ones.

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6 - Expert

Able to perform and cast long-lasting spells. Intermediate spells are casted and maintained easily.

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7 - Savant

Able to cast spells which are permanent, but simple. As well as long-lasting intermediate spells with more ease.

This is the minimum level required for Masters of Magic.

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8 - Arcanist

Able to cast permanent intermediate magic and capable of almost all known spells, as well as able to create new ones.

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9 - Grand Arcanist

Able to perform any known spells, and any permanent magics no matter their difficulty. Nearly limitless.

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Legal Spells

The following is a list of the many spells casters can attempt at

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Healing Magic

The most studied field of magic, healing magic has its limitations: after too much time passes, natural healing prevents it from working.

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Healing magic cannot regrow missing limbs, organs, or fully heal certain types of damage to sensitive organs, nor non-living tissue such as plates and horns, or other hard growths.

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This magic is most often used for what alchemy cannot aid with: broken bones and trauma-induced wounds for example.

Healing magic usually cannot cannot heal diseases, but as healers become more proficient with both biology, alchemy and magic, they are slowly starting to be able to create spells to cure previously incurable diseases that alchemy failed to solve.

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Most healers will only learn spells dedicated to their focus in their career, and generally won't take the time to learn non-healing spells.

It's quite difficult for a healer to learn and cast non-healing magic aligned to their current mastery, and vice versa.

As a healer rises in mastery, they can do more of the lesser abilities before depleting their magic.​

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Illusion Magic

This type of magical spells are focused on tricking the senses. From small innofensive tricks, to massive spells that can hide a whole town or even conjure apparitions that can affect the world, all depending on the casters' mastery.

The more experience and practice, the longer and more complex the illusions can be made.

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  • Whisper: tbd

  • Mirage: tbd

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Destruction Magic

The most popular type of magic is that of destruction, as it allows non-elemental beings to attempt wielding elements such as fire or ice. They are classified per element, and are very limited in what they can do in comparison to actual element-wielders.

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  • Fire: tbd

  • Ice: tbd

  • Earth: tbd

  • Electricity: tbd

  • Water: tbd

  • Wind: tbd

  • Shadow: tbd

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Teleportation Magic

This type of magic is extremely handy but also extremely taxing, only used to teleport small objects and things to a known location, as it is very easily to deplete one's own mana by attempting to teleport a target that is too big and/or heavy for their mana pool to be able to successfuly transport without killing the caster.

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  • Short Teleport: tbd

  • Long Teleport: tbd

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Alteration Magic

Such as restraining spells, lock spells, or barrier spells. Any and all spells that alter the world in physical ways.

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  • Binds: tbd

  • Lock/Unlock: tbd

  • Barrier: tbd

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Draining Magic

Magical spells focused on draining mana or other sources of energy.​

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  • Mana Depletion: tbd

  • Magic Depletion: tbd

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Forbidden Spells

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Petrification Magic

Unknown

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Corruption Magic

Unknown

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