Types of Magic

Prerequisite:



Recommended:
Additional:
References:
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There are many types of magic in Estya, but four main categories they fall into: Blood Magic, Synthetic Magic, Divine Magic, and Material Magic.  

Blood Magic

Dark Magic, Light Magic, and Harmony Magic make up the three primary types of blood magic, with Lightspinning and Necromancy branching out from there.  

Light Magic

Light magic is often thought to be "good" or "holy" magic Estyans can wield, with light sorcerers with numbers +80 or higher being thought of as god-like or gods themselves. Light magic is notably safer to wield than other forms of magic, but its power is limited by the power of the caster and the strict rules it's dictated by.  

Powers

  • Healing without "equal-and-opposite" penalty
  • Creating enchanted armor that do not tap into their Well of Magic
  • Specializes in mending and repairing
  • Teleporting to a specific location with the proper sigils

Penalties

  • Light Sorcerers tap into their Well of Magic
  • Powerful Light Sorcerers can die of exhaustion if they aren't careful about how they use their magic
 

Lightspinning

Lightspinning is an advanced sect of Light Magic only available to sorcerer with Blood Numbers of +50 or higher. It involves bending and distorting light to create illusions, direct light around corners, and make objects appear invisible.  

Dark Magic

Largely viewed as demonic and evil across Estya, Dark Magic has been outlawed acroos most of Estya, with only the Free Regions of Estya and the Shadi Order permitting the practice.   The fear comes from the heightened dangers that come with wielding the most powerful magic in Estya: its chance of failure, and the equal-and-opposite price that must be paid to use it. Sufficiently skilled dark sorcerers are also capable of choosing who pays the penalties for its use, and can divide the penalties between multiple sorcerers or objects to dampen the punishment an individual takes.  

Powers

  • Healing fatal wounds
  • Ability to redirect penalties onto others
  • Specializes in damage, weaponry
  • Teleporting to a general area

Penalties

  • "Equal and Opposite" price (Must chill in order to light a fire; can be dangerous with hypothermia
  • Potential for spell to fail and backfire
 

Necromancy

Necromancy in Estya involves calling upon and summoning the spirits of the dead, and requires a blood number of -90 or lower. It cannot resurrect, but it can allow the living to communicate with friends and family after their death.  

Harmony Magic

Harmony magic exists largely in theory, as it has never been observed in Estyan history. It is said to be the perfect balance of light and dark magic within a single spellcaster, allowing them to tap into the powers of both without facing the harsh penalties attached.  

Synthetic Magic

Synthetic magic is artificially created magic that is available for any Estyan to learn and use. It is typically made by attempting to fuse light and dark magic at varying amounts, and, if a new form of magic isn't developed, can be explosive.  

Entropy

Entropy magic is the wild and chaotic fusion of light and dark magic. It is a vibrant, electric violet and is often seen fighting its caster for control. It has been said to "have a mind of its own" and the penalties are both explosive and uncontrolled. Entropy magic is largely frowned upon in Estya, and efforts to ban it outright are gaining ground across the world.   Few spellcasters have been brave enough to wield entropy magic due to its unpredictable nature and tendency to blow up in the caster's face.  

Powers

  • Healing fatal wounds
  • Creating enchanted weapons and armor
  • Teleportation to exact locations without sigils

Penalties

  • Risk of spell failure and exploding
  • Penalties and rebound difficult to control

References
Dark Magic
Necromancy
Light Magic
Lightspinning
Entropy Magic
Life Magic
Number Inversion
Blood Number
The Disciple Order
Disciple Magic
Disciple Chevron
Enchanting
Inscription
Spellcrafting


Cover image: by Ynix

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