How Magic Works
In the world of Draena, magic is an important component of everyday life for many people. Although rare for an individual to have a high power of magic, most settlement has a person who can use magic to a certain extent.
In the world of Draena there are three major types of magic: Arcane, Divine, Nature.
Classes that use the different types of magic (generally
Arcane: Artificers, Bards, Sorcerers & Wizards
Divine: Clerics, Paladins & Warlocks
Nature: Druids, Monks & Rangers
In any type of magic, different spells will be categorized into these eight different types of spells.
• Abjuration
• Conjuration
• Divination
• Enchantment
• Evocation
• Illusion
• Necromancy
• Transmutation
The Arcane
Invisible to the naked eye, a weave of magic holds every aspect of realty together. This weave is what arcane users pull and tug on to create their magic. Most arcane magic uses geometric shapes or weird incantations to function, whilst others are born connected to the weave.
Some even connect to the weave via their craftsman skills or their power to influence.
In any case, the arcane is the loneliest of the magics, without any bounds to contain your power. Many would-be mages have hurt or even killed themselves, due to the direct connection to the power source.
In recent times, arcane users have dwindled in numbers and magical items become rarer and rarer. It seems that the creation of magical items using the weave has been restricted, and many of those that once possessed the capability to do so, have left this realm for the next.
Now the world lives on items and spell casters of the arcane from a bygone era, waiting for the next generation to rise.
The Divine
Sometimes, magic is
granted by some Deity
or greater entity. In these
cases, that magic counts as divine.
Divine powers are not inherently
good or evil. Divine simply refers to the
source of the power. A mighty paladin
owes all their powers to their devotion to
a specific cause or god. Clerics all follow a
specific god or a pantheon of gods, and some
other individuals follow creatures of might and
terror, that grant them powers beyond their
normal capability.
Important understanding is that divine power
generally comes in a trade of service. Devotion to a cause,
god or other entity, is the thing that grants these people their powers.
The Gift of Nature
Certain types of magic wielders use the powers of nature. These spellcaster or magic users are often
the least understood and hardest to pin down, since their powers can be derived from many different
places, deities, items, creatures or concepts.
Often called Druids, Sages or Hermits, these people are often in
tune with the aspects of the world, that it can be said that
no matter what their source of power is, it is connected
to the elements of the plane they are on.
If a druid casts a spell to influence the weather in an
area where the weather is already strong, this might
grant the spell cast, more strength and vice versa.
The elemental forces of Primordia are wilder and
more chaotic than those found on Fari’Ai.
This means that more beasts, elementals, and
environments are aggressive or at least
on edge.
People with naturalistic magic, can have an
easier time dealing with such creatures or
elements.
Magical Items
As mentioned previously under “The Arcane” the number of magical items in the world has diminished. Some simply by wear and tear, others by direct collection and destruction.
Since many of the magical items of the world were already old, having been created hundreds of years ago, it seems only normal that they would begin to wear out.
It is known that some creatures possess the power to grant magical essence to objects and items. To infuse them with the power of magic. But these creatures are hard to come by. Most major cities have one or two of these artificers whilst most settlements do not have even one.
The larger the item, the harder it is to infuse magic into, meaning that in the naval area of the world that Primordia is. Magical ships are the hardest and most priceless of all. In the seas around North-West Primordia, only a couple of ships are known to carry magic.
Comments