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Mages and Magic

Magic is the energy of life; flowing through the veins of a select few who possess the natural ability to call on magic, those who use magic in any form are known as Mages. Though Magic has its uses everywhere, there are limits, known as the 9 Laws of Magic, each bearing 4 Commandments. Mastery of Magic comes with time, practice, and understanding the potential of the 9 Laws.

Magic

Magic is described as impossible energy that is capable of manipulating aspects of the world far and wide. When spoken of in common terms, it is referred to by its 9 types, 9 Laws, and 36 Commandments. Each law poses a different concept of Magic and impacts how Mages can use their power. Laws of all sorts dictate the capabilities of mages, which makes each form of magic pose a unique challenge to learn.
"Magic is just that, but it is a capability. You cannot just learn how to use Magic"
— (She)
(Date) to (he)
 

Iron Magic

 

/*Iron Magic is the Magic of metal and Earth. It is a capable form of magic, used by Mages for a variety of purposes. Depending upon the variable power of the Mage, Iron Magic can be capable of different varieties of effects. Most Mages, even those naturally gifted with weak magic, will be able to manipulate iron on some scale as well as controlling some aspects of the terrain. Powerful Mages may be able to carve a tunnel through a mountain or erect a stone castle from nothing. However, the ordinary Mage is capable of Magic on the scale of flattening a hill or building or other fairly large scale manipulator abilities. */

Iron Magic is the Magic of Metal and Earth. It is a capable form of magic and is used by Mages for a variety of purposes. Depending upon the variable power of the Mage, Iron Magic is capable of a large variety of different effects. Most Mages, even those gifted with weaker Mage in the scale of flattening a hill or a house, or other fairly large scale manipulatory attacks. However, powerful or gifted Mages may be capable of Magic to the degree of carving a tunnel through a mountain or erecting a stone castle from nothing. Some powerful Mages have also been known to leave craters while casting as a minor side effect in the scheme of their attempted Magic.  

Storm Magic

 

/*Storm Magic is the Magic of lightning and air. Storm Magic is capable of a wide variety of controls, as it is mainly the power of the sky. While often most associated with lightning and air, it is a Magic that controls all elements of weather. Powerful Mages have been known to concoct storms such as hurricanes, blizzards, tornados, and more. The limits are mostly unknown as there are different forms of weather and storm that different Mages tend towards. Among storms, Storm Magic lends itself to the manipulation of pressure and temperature in an environment with the expanse of their magic. A more regular leveled Mage would be able to whip up a light storm from nothing or generate more localized and strong storms or lightning from their fingers. Most Mages also use their Magic to travel through the air. */

Storm Magic is the Magic of lightning and air. Storm Magic is capable of a wide variety of controls, as it is mainly the power of the sky. While often being most associated with lightning and air, it is a form of Magic that controls all elements of weather. A regular gifted Mage would be capable of whipping up a lightning storm from nothing or generate more localized and powerful storms. Most Mages can also use their Magic to travel through the air. Additionally, Storm Magic can be used to manipulate the temperature and pressure of the air. Some are even capable of conjuring lightning from their fingers. Powerful Mages, however, highly outclass regular leveled Mages. Mages of a more powerful scalar are known to concoct storms including hurricanes, blizzards, tornados, and more; the exact limits of the weather are unknown, as Mages may tend towards some forms of storms more than others.
"Woah! She's flying!"
— (He)
(Date) after seeing (she) used her Magic
 

Ice Magic

 

/*Ice Magic is the Magic of ice and water. While slightly treading on the border of Storm Magic, Ice Magic is capable of a variety of elements of water and ice. The ice path of the magic allows for the manipulation of temperature, though on a more localized scale than that of Storm Magic. The water path of Ice Magic follows the idea of life and, beyond just the manipulation of life, does, generally, allow Mages a minimal amount of control over other people's physical form, however, Blood Magic has more of an advantage in that aspect. Powerful Mages have been seen to create entire lakes or move the ocean to reach their goal while more average Mages can move a river or create a large tide. Only on the utmost power top can a Mage create water from the air, as it takes a powerful Mage or a more normal Mage with a Relic. */

Ice Magic is the Magic of ice and water. While slightly treading on the border of Storm Magic, Ice Magic is capable of a variety of control of multiple elements of water and ice. Most Mages are capable of lowering the temperature on a fairly localized scale, far so less than that of Storm Magic. The capabilities of ice and water extend, just fractionally, into the range of controlling the physical body of a human, which is filled with water; this magic is weak and touches on part of Blood Magic. On a scale of power, regular leveled Mages are capable of feats such as moving the flow of a river or creating large tides. A powerful Mage may be capable of creating entire lakes or moving the ocean as they need. The Mages of such powerful Magic are also known for being able to pull water in the air, a skill that requires a large mass of power.  

Sun Magic

 

/*Sun Magic is the Magic of light and fire. Due to the power of the sun, Sun Magic is considered to be the most powerful of the 4 basic element Magic types(Ice, Storm, Iron, and Sun Magic). They, like users of Ice Magic and Storm Magic, have the ability to control a localized temperature. Fire-based Magic enables the Mage to control all forms of fire while being immune to its effects, also allowing them to create a fire. The light Magic allows the Mage to, while not summon magic, create illusions first and foremost, however they can also control a few other aspects of the magic. A powerful Sun Magic Mage may be able to call on the power of the sun to burn their enemies to a crisp, burn a city to the ground in an instant, or light a room with a single spark of flame. More average Mages may do similar things on a smaller scale. */

Sun Magic is the Magic of light and fire. Due to the power of the sun, Sun Magic is considered to be the most powerful of the 4 basic elemental Magic types(Ice, Storm, Iron, and Sun Magic). Like the users of Storm and Ice Magic, the power of fire allows Sun Mages to increase the temperature around them on a local scale. The flame Magic also enables the Mage to control all forms of fire while being immune to its burning power. Magic based on the light aspect of the sun allows Mages to, while not summon it through Magic, create illusions first and foremost; however, they can also control a few other aspects of light. An average mage may be able to spark flames from their fingers or spread light about in a room. A powerful Mage would be capable of summoning the power of the sun to burn their enemies to a crisp, burn a city to the ground in an instant, create a wave of fire the size of a castle, or light a room with a single spark of fire.
"How did you do that? I am a powerful Sun Mage, and you are nothing but a lowly Iron Mage"

"You got sloppy. Be more careful next time... and remember that power isn't everything, and you need to consider more than just power in the future."
— A conversation between (she) and (he)
(Date) after (she) defeats (he)
 

Bloom Magic

 

/*Bloom Magic is the Magic of flowers and all things growing. It deals mostly with plants as it's strength comes over Blood Magic, which is the magic of healing and mental control. Bloom Magic is considered to be a lesser Magic by most Mages, though it does have several unique, and powerful, elements to it, though still making Bloom Magic a weaker Magic. Powerful Mages have been seen to summon plants from the ground in an instant, grow trees to towering heights beyond that of anything a tree could ever grow, and even to create a garden from a single seed. Regular Mages are capable of the same feats, just on a lower scale. */

Bloom Magic is the Magic of flowers and all things growing. It deals mostly with plants, the second law dictates that Bloom Magic is effective against Blood Magic. It is however still a generally weak form of magic, actual capabilities still generally falling to Blood Magic; this has led it to be considered the second weakest Magic by most Mages. Ordinary Mages are capable of increasing the speed of growth in plants and spread seeds. The greatest common accomplishment of Bloom Magic is the capability to, in some cases, summon plants from nothing. Powerful Bloom Magic Mages have been seen to grow trees beyond the clouds, create gardens from nothing, a turn a seed into a wall of leaves in a second.  

Blood Magic

 

/*Blood Magic is the Magic of life, healing, and mind. A very powerful form of magic, though not capable of rivaling Fortune or Discord Magic, Blood Magic is fairly common in a weaker form, as the weaker forms are mostly good for healing. As Blood Magic is the Magic of life and healing, it allows for regeneration and physical healing. The mental side of Blood Magic lends itself to mental manipulation and trauma recovery or memory manipulation. Powerful Blood Magic Mages have been known to regenerate a person's complete lower torso, to heal mortal wounds, or to even enchant an entire group of people. However, most normal Mages are only capable of forms of healing that could heal naturally and slight influences of the mind. Both groups, however, are capable of inflicting different forms of torture on a person depending on their creativity with destroying a person's physical figure, listing Blood Magic as the second most dangerous and deadly type of Magic if used wrong. Most forms of upper Blood Magic Mages are also known for having a strong ability to kill people with something as simple as a touch. */

Blood Magic is the Magic of life, healing, and mind. A very powerful form of magic, though not capable of rivaling Fortune or Discord Magic, Blood Magic is fairly common in a weaker form, as the weaker forms are mostly good for healing. Having the important ability to heal, Blood Magic is often used for physical regeneration and healing; however, the opposite can be said as physical, not mental, pain can be induced on a target. Mentally, Blood Magic is known to lend itself to mental manipulation whether it be through memories, trauma reduction, or otherwise while mental illnesses(depression/PTSD) still tend to shine through unless healed by a powerful Mage. Most regular mages are capable of increasing the speed of natural healing or light torture. Powerful Mages are able to kill with a touch, completely regenerate limbs or torsos, or other forms of feats impossible on their own. Each aspect lends itself to the Magic, solidifying it as the second most dangerous and deadly form of magic and the third most powerful form of Magic.  

Bounding Magic

/*Once intangible, the direction of all magic is diverted, even giving them the power of Blood Mages.*/

 

/*Bounding Magic is the Magic of travel and space. While it is considered to be the weakest magic by most Mages, it has a variety of practical effects; with that, the full extent of what Bounding Magic can do is unknown as there has never been an exceptionally powerful Mage of Bounding Magic and the Bounding Magic Relic was lost to time before it could come to light as a powerful tool as all Relics before it had. Without examples of powerful Magic, it is widely thought that the limits of Bounding Magic are that of jumping, or teleporting, between locations, turn oneself intangible, and making smaller slips in space for longer travelling. The exact limit is still unknown as few Bounding Mages have lasted long in the public eye while being the Mage most seen prior to the Nomadic Restructuring; during the Nomadic Era, Bounding Mages were used as scouts and sped the length of travel for tribes, but the custom faded, along with the appearances of Bounding Mages, during the Nomadic Restructuring. */

Bounding Magic is the Magic of travel and space. While it is considered to be the weakest magic by most Mages, it has a variety of practical effects; with that, the full extent of what Bounding Magic can do is unknown as there has never been an exceptionally powerful Mage of Bounding Magic and the Bounding Magic Relic was lost to time before it could come to light as a powerful tool as all Relics before it had. All Bounding Magic Mages are capable of jumping, or teleporting, between locations, turning oneself intangible, making smaller slips in space for longer distances, and turning invisible. Having not seen the full extent of Bounding Magic, it is unknown what more powerful Mages would be capable of accomplishing. Most of the information on Bounding Magic comes from before the Nomadic Restructuring when Bounding Mages were used as scouts and shortening the traveling distance; the Magic faded further when the custom of use faded.
"Bounding Magic is a waste of Magic."
— (He)
(Date) when faced with (he)
"Never forget what skill has to do. A level 18 will always hold more power than you will understand."
— (He)
(Date) after (he) spoke to him
 

Discord Magic

/*Discord Magic is weaker because Bounding Magic doesn't have a form for the Discord Magic to impact, breaking the idea that the brain should sustain*/

 

/*Discord Magic is the Magic of war, anger, and emotions. Widely considered to be one of the most powerful forms of Magic, it also can be a weaker form depending upon the level of Magic that the Mage is capable of harnessing. The Magic of Discord Magic is that of the ability to use emotions as a weapon in some form. Powerful Mages have been seen to inflict any form of emotion upon a person, some even able to inflict physical pain. Mage of an upper level are also able to weaponize any emotion of the moment rather than a normal limitation. Ordinarily powered Mages are slightly more limited as they can mostly sense the emotions of other, amplify others emotions, and inflict their own emotions upon an enemy; however, the strategy of switching emotions between people and amplifying at the same time has risen to popularity among some of the Ordinary Mage bordering on powerful. */

Discord Magic is the Magic of war, anger, and emotions. Widely considered to be one of the most powerful forms of Magic, it also can be a weaker form depending upon the level of Magic that the Mage is capable of harnessing. Discord Magic is most used to turn emotions into a mental dagger or other weapon forms. Mages of a more average Magic level are capable of sensing the emotions of others, amplify emotions of those around them, and inflict their own emotions upon an enemy they are facing; however, the strategy of switching emotions between people and amplifying them simultaneously rose to popularity among the upper range of average Mages. Powerful Mages have demonstrated the capability to inflict any form of emotion upon another person, some even capable of inflicting physical or mental pains and causing illusions through thick fogs of emotions. Upper-level Mages can also weaponize any emotion rather than their current state.
"Discord Magic is the most dangerous do to how powerful emotions are; losing control, as (he) does can be dangerous to everyone. I suggest that you be careful around him, you cannot ever live up to the power that (he) has."
— (she)
(Date) to (she) when discussing (he)
 

Fortune Magic

 

/*Fortune Magic is the Magic of Future and Luck. Most of its forms are fairly powerful and accurate for prediction of the future, but skilled Fortune Magic Mages have been known to be able to tip things in their favor. Fortune Magic Mages are capable of predicting or seeing the future, depending upon their level of power, and influencing the events that happen on a scale that weighs on their natural powers. Powerful Mages have been seen to manipulate the future, directly look into the future, and even tip odds in their favor against dying. More regularly powered Mages will be able to predict the future based on oracle bones or tarot cards or to turn small things to their favor such as a hand of cards. However, there is a limit that cannot be crossed even by a powerful Mage bearing the Fortune Relic: travel through time is impossible. */

Fortune Magic is the Magic of Future and Luck. Most commonly, it is seen to be powerful and accurate in the prediction of the future, but a skilled Fortune Magic Mage is usually capable of tipping the odds in their favor. Fortune Magic Mages are capable of predicting or observing the future with varying accurate depending on power level, influencing events on a variety of scales and more. Mages of a lower power scale may use oracle bones or tarot cards to predict the future and be capable of tipping small things, like a hand of cards, in their favor. A powerful Mage may be able to directly see the future without any problems and even tip larger events to their favor such as not dying to a mortal wound. Even powerful Mages are limited, as time travel is not possible with Fortune Magic. Even so, Fortune Magic is widely considered to be somewhere in the range of the top most powerful Magic with Discord Magic.
"Care for me to read your future?"

"I don't care for your tricks, I know that you control the cards and I don't care to know my future."

"Suit yourself, but remember that your future isn't in your hands anymore"
— A conversation between (she) and (she)
(Date) after (she) defeats (he)
 

Mages

Mage are defined simply by their capability to harness a single type of Magic. However, the term "Mage" is an umbrella term for a user of Magic while, in fact, a Mage is really someone who studies their type of Magic. Mages are also specified down to the type and level of magic they can produce. Their type is as simple as what specific form of Magic that they use, whether it be Iron Magic or Fortune Magic. The level of a Mage is about their power level; a Mage's power is usually divided into two separate numbers, an innate level of power and a skill level that, when added together, result in an overall ranking of the Mage. The higher the number, the more dangerous and skilled the Mage is.  

Power

The power system, which used to be varied depending upon the originating Magic Tribe before the Nomadic Restructuring was unified by the Mage's Guild. The unification led to a very specified structural system where each Mage was given a level on equal rankings(the Mage's Guild is also responsible for other work within the use of the 9 Laws). They broke their system down into the two aspect rations of magic, as the First Law, the Law of Power, dictates that the Magic power of a Mage is constant and cannot be changed. However, they looked further to understand that skill, the second-ranking, is equally important as an unskilled Mage would still lose to a superiorly skilled Mage with a weaker capability.
"Your stone. It's brighter than before, is it not?"
— (He)
(Date) to (he) after a fight
 

Identification

  Mages can easily be identified by a few key elements, which fall under the Third Law, the Law of Signs, and several other identifiers that were implemented by the Mage's Guild. Based on the Law of Signs, all Mages will have a black mark, varying in size, location, and design, on their body; additionally, their eyes will shift color, based on their mark, and the mark will gain a slight glow to it, depending upon the amount of magic in use, to signify the type of magic of the Mage. The Fourth, and final, Commandment of the Law of Signs is a looser Commandment as its limits haven't been explored, however, it dicates that a Mage will usually need some form, of simple movement, to activate their magic. The Mage's Guild's laws require Mages to wear a cloak, more standard and mostly used for the weather. The color is, once again, decided by the power of the Mage.  

The 9 Laws

The 9 Laws are 9 specifically written laws, studied and originally discovered by the early Mage's Guild, that are scientific laws that state how Magic can be used. Each law dictates a different aspect of how Magic is used and, as the information behind each law came to light, each law eventually was further broken down into four specifying commandments each. Though there are slight variations in the specifics of the 9 Laws and their 4 Commandments, each law has general reasoning behind it and, to date, there are no exceptions to any of the rules. However, the commandments of each law have gradually shifted as the Mage's Guild advanced their techniques and dove further into the science of Magic.

/*Basic information as each will get its own page, both the commandments and laws.*/

  1. The Law of Magic
  2. The Law of Power
  3. The Law of Opposites
  4. The Law of Signs
  5. The Law of Spells
  6. The Law of Creation
  7. The Law of Destruction
  8. Law of Life
  9. 9
 

Relics

The First Law, the Law of Power, claims that the power of a Mage is constant and never grows. However, the Second Commandment that follows the specificity of the First Commandment, states that the only way to alter the power level of a Mage is through the use of a Relic. There are only 9 ancient Relics, one for each form of Magic. The user of a Relic is endowed with an extra amount of Magic, furthering their capabilities. Relics are from before the time of written history, and 8, minus the Relic of Bounding Magic, have risen to prominence post-Nomadic Restructuring. Each Relic is thought to be unbreakable and each takes a different form, though they are often built into other objects to enhance the object's power and make it a Relic holder.

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Cover image: Cysian by Jacob Billings

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