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Schools of magic

A Description on each Attribute of Magic.   First, from the Elemental school:   [Fire]   The Fire attribute possesses a singular authority - to raise the heat of an entity via magic power. Practical fire magic uses mana as a fuel source, generating the conditions necessary for combustion in the open air. Higher-tier users focus more on the authority of heating, and can directly manipulate the heat of an object. Something like smelting down non-magical ores without the need of a furnace is trivial for 4th-tier Fire magicians and above. Practitioners of Fire magic do not intrinsically know how to keep from burning themselves. At the lowest tier, it’s not uncommon to see fledgling mages develop minor burns around their bodies. It takes a certain degree of mastery to prevent these injuries, and those that can avoid being burnt are already considered at least 2nd tier Fire mages, even if they don’t know any 2nd tier spells. The highest tier of Fire magic spells can be considered to hold power equivalent to high-yield thermonuclear bombs on Earth, though the time it would take to converge such a vast amount of mana is significant.   Fire magic has some of the greatest base power in combat situations, as even a 2nd tier magician is already a threat to most common soldiers. Sadly many of the Attribute’s spells lack use outside of combat, save for basic spells like [Ignition] and [Candle].   [Water]   The Water attribute is sought-after for it’s wide applications in day-to-day life. Capable of pulling fresh water from the air itself, cool oneself on a hot day, and create thin, frictionless films of ice that aid in the movement of heavy objects, adventurers of all sorts want to know at least a few spells from this attribute. The authorities the Water attribute governs are fluid manipulation and cooling. At the beginner level, Water-attribute mages don’t have easy access to combat-type spells, with only 3rd-tier magicians having access to [Water Blade], a pressurized wave of water that’s more powerful and more difficult to maintain than the Wind attribute’s 2nd-tier counterpart, [Wind Blade]. Although they can create powerful ice-type attacks, it seems Water magicians lose control of the ice after it is created. Scholars of this attribute are constantly struggling to create an [Ice Bolt] spell, which can propel a spear of ice forwards. Even though some have gotten close to the concept, none have managed to perfect it. High-tier users of the Water attribute can manipulate the water inside of someone’s body, including their own. Most mid-tier Water mages are able to close wounds, though not to the extent that even a novice in Life magic is capable of. Soldiers proficient in water magic can greatly enhance their combat prowess by improving their bloodflow during combat. A famous magic swordsman that attained the 7th tier in the Water attribute was said to have single-handedly wiped out a large opposing force with nothing but his blade and a skillful application of the Water attribute to his own body. Terrifying stories of high-tier water mages forcefully expelling the very blood from one’s body have been told by housewives to make children behave.   [Earth]   Characterised by being physically tough, Earth-attribute mages find it easy to cultivate their bodies alongside their magic. Each spell that moves the earth requires an incredible amount of mana to do so, and seems to impose a physical strain on the body. As such, users of the Earth attribute usually end up with the largest reserves of mana out of any mages in this school. Low- and mid-tier mages of this attribute are excellent at handling physically demanding tasks, ranging from flattening ground for construction to digging out a well. Earth-attribute spells are limited in scope as they consume too much mana, but a group of Earth-attribute mages can be both a terrifying threat and an efficient group of workers. A single 4th-tier Earth-attribute mage may be capable of opening a pitfall underneath someone in an instant, while a group of 5 3rd-tier mages could split the earth beneath a unit of 10 soldiers in the same span of time. Additionally, those that can use Earth are very effective as miners. The Earth attribute governs the manipulation of solids and inertia. Only a single 10th-tier mage was said to exist in all of current history, and they were thought to be an Earth-attribute mage. It’s said that they were directly responsible for the formation of the The Boundary Mountain Range. though that is just a rumor, it speaks to the supposed power of the Earth attribute.   [Wind]   It’s said to be very difficult to allow a human to fly, but if ever there was magic to let that happen, it would be with the Wind attribute. Governing the manipulation of gasses and vibration, it’s a multifaceted attribute with a wide variety of uses. It’s combat application wouldn’t lose to that of Fire, and the finest scouts and assassins are holders of this attribute. As they are most familiar with the very air around them, users of this attribute find it easy to detect enemies, manipulate sound, and communicate over long distances. They excel in stealthy actions, as even lethal spells such as [Wind blade] are invisible, and operate at a speed that wouldn’t be heard until they’ve already reached their mark. Without a superhuman intuition, or a Wind user of a similar calibre on your side, you’ve already met your fate. Thankfully the Wind-attribute is a considerably rare attribute to have a natural affinity with, and at best the most common users are more proficient with other elements such as Fire or Water. It’s said that there are no people proficient in Wind attribute above the 4th-tier, but it’s also said that you wouldn’t know if there was until it was too late.

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