top of page

Magic

 

Magic is a neutral manifestation of Aether and Nether energy. It appears as a soft glow often displaying the color of the magic caster, 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. Magic requires a non elemental type of energy found in all living creatures: mana.

​​

​

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 choose to compensate their lack of element with magic instead.

​

0 - None

No magic knowledge, or unable to perform any

​

1 - Basic

Simple magic spells.

​

2 - Starter

Simple magic spells, but is able to do them reliably.

​

3 - Intermediate

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

​

4 - Competent

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

​

5 - Practiced

Intermediate spells are casted reliably, even more complicated ones.

​

6 - Dexterous

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

​

7 - Sorcerer

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

​

8 - Grand Sorcerer

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

​

9 - Savant

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

​

​​​

Legal Spells

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

​

Healing Magic

The most studied field of magic to the point it's almost been separated from non-healing magic, healing magic has the same limitations as red gems: after too much time passes, natural healing prevents it from working.

Neither healing magic nor red gems can regrow missing limbs, organs, or fully heal certain types of damage to sensitive organs, nor non-living tissue such as plates and horns.

Red gems can heal broken bones and trauma-induced wounds, but cannot heal diseases, which healing magic can and for which there is a lot of varied spells.

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.​

​

​

Illusion Magic

Tbd

​

Destruction Magic

Tbd

​

Teleportation Magic

Tbd

​

Alteration Magic

Such as restraining spells, or lock spells, or barrier spells.

​

Depletion Magic

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

​

​

Forbidden Spells

​

Petrification Magic

Unknown

​

Corruption Magic

Unknown

Other Powers

 

Time

This is a power thought exclusive to the Celestial Scion, but which manifested in other beings as well, even an extremely rare species of fauna called Displacer Wildfang developed it as their main power.

It is extremely rare.

​

​

Foresight

This power is present in many creatures, but most do not notice it, or choose to ignore it rather than nurture it. Those that choose to act on it and enroll in the proper studies, become Seers.

It is an ability related to time that is quite common. Those with this skill, are capable of "see" events located in the past, present, or future of the timeline.

It is an imperfect ability, since the timeline isn't a single branch: it has innumerable variations, potential outcomes that they can pick up on.

​

The skilled Seer is able to see which visions are the closest to what they have dubbed "Yggdrasil's' Branch": the main timeline. However they cannot see directly into this mother of all branches.... Except for a single bloodline of Seers: Future's Light.

This bloodline has been written off all records and kept as a secret entrusted to the Elder Council after an incident in the year 919, when the heir at the time pushed the boundaries and broke all rules and warnings of his masters, wishing to alter Yggdrasil's Branch for his own purpose.

Such extreme task drove him to madness and nearly ruined the world... And thus stricter measures were put in place to supervise any who had this ability, with most of those who accept their ability being sent to the Seer Enclave for training.

However, dragons and other races in general learnt overtime to not listen to this skill, as it was more of a hassle than anything. And those that did, were forced to make themselves known, to be then taken to the Enclave for training, and understandably, most people disliked having to live under supervision so it was better to disregard this ability and let it fade away.

​

Those who master this skill, known or not, are capable of using it for their gain or the benefit of others, but also for their own hindrance or the harm of others. Despite this ability, fate is capricious and can still take a path of its own.

In present times there is a descendant of that bloodline who's hidden away from the public, and kept within the care of the Elders. This figure is yet unable to use their skill reliably however, but they hope once they do, the future will look less dire.

bottom of page