Magic

Every person has some amount of magic, but with differing affinities. Similar to any other skill, magic must be learned and practiced. Only through training can endurance and skill increase. In theory, even those without a strong affinity could train hard enough to eventually use magic effectively. However, it would require years of training with little return, therefore those not born with the gift rarely use magic.
Magic draws from special reserves within a person. Using magic strains the mind. This can result in slow, clouded thoughts and can impact bodily functions. Those who overexert themselves can suffer the loss of movement in their hands, sight, hearing, or a complete mental shutdown. 
However, using one’s given magical talents is just as important as knowing the limits. In some individuals, magical energy may build up and cause physical irritation and pain if not expelled. For untrained mages, this excess energy may be released randomly or when the user comes in contact with another magical force.
An affinity for magic has no dependence on the bloodline. It is entirely random who has this trait and who does not. General trends seem to be that very few xylen and illex have this trait, for humans it is rare, and for viela it is uncommon. The Dalae have few to no magic users due to harsh penalties for its use.
 

Categories

 
  • Light: Many disagree on the definition, and even the existence, of this type of magic. Some believe that Light magic was gifted by the Chaimor and is the source of all magic. Others say, that the sigils and wards found in the great city of Ireath, are simply the earliest and most advanced use of magic, existing outside the classifications of the modern era.
  • Imposed Magic: Attributed to the fall of Ireath, it is often considered a perversion of the natural state of magic to impose one’s will onto an unwilling person. Such spells include manipulating aspects of other’s minds, such as memory manipulation, illusion, and necromancy. While powerful, this category exacts a heavier cost from the user. Invoking imposed magic causes disfiguration, physical pain, and a more pronounced version of the normal mental drain.
  • Grey: This category is the most common form of magic used. It can be warped to the user’s wishes to create both mundane and extraordinary effects. There are 3 subcategories of grey magic.
 

Grey Magic

Most magic-wielders specialize in one sub-category but can access adjacent magic. For example, a person who specializes in Lawful magic can access Neutral magic but with less effectiveness. Those who are primarily Neutral can access all magic but have a lesser secondary affinity than those who are Lawful or Chaotic.
  • Lawful- Manipulates a person’s physical being; healing, beastial, sickness.
  • Neutral- Creates spectral weapons, barriers, objects, or light.
  • Chaotic- Manipulates energy; heat, electricity, and sound.

Manifestation

Magic is cast by utilizing combined shapes and symbols, known as runes. These runes were developed by outcast Vielans after the fall of Ireath, and have become the best-known way for accessing magical energies. Each spell has a unique rune, but spells of the same category share similarities. For example, all chaotic spells feature a large triangle as a base. Every line in a rune is crucial to casting. Changing a rune in any way can greatly affect the outcome. However, the common mage will memorize the exact formation of a spell without understanding the reasoning behind the rune. For simpler spells, the caster may tattoo the symbol on their person or carry an object engraved with the symbol. This allows for quick use of that spell. For more complex incantations, the mage must draw the rune in the air using their hands. Therefore, the easiest way to subdue a mage is to bind their hands. Runes, the user’s eyes, and hands give off light when using magic.

Magic categorization for Dungeons and Dragons 5e: https://docs.google.com/spreadsheets/d/1T0MVoJNvMEIbLHs0Amr8_5DWjjKPtOrp0wE3W0AyCf8/edit?usp=sharing
Type
Metaphysical, Arcane

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