Magic Terms
Author's Note: This list of terms was created to aid in my worldbuilding. Will be turned into easy to reference Variables at some point in the future so I can embed these terms in other articles where needed.
Essential Terms
Aether
The Primordial mystical force of the gods. This finite source of power is required to cast any spell or enchant any item that breaks physical laws. Even small amounts of aether can produce very powerful effects. Different objects react to Aether differently.
Mana
Mystical force of the universe, present within all things. This infinite source of power is consumed to create and manipulate matter and energy. Different objects react to Mana differently.
Elemental Magic
Elemental Magic is a loose classification of magic spells, defined by the creation and destruction of specific states of matter. The energy type used in these spells does not change the classification. The types of elemental magics are: Fire, Air, Water, Ice, Earth, Metal.
Esoteric Magic
Esoteric Magic is a loose classification of magic spells, defined by the creation and destruction of specific states of energy. Generally matter isn't conjured with these type of spells, but is manipulated. The types of esoteric magic are: Life, Death, Arcane, Lightning, Magnet, Gravity.
Object Properties
Mana Point
Or MP. The amount of mana charge an object or living thing is able to take. Measured in the maximum amount of mana that 1 gram of quartz is able to be charged with and still be stable. for reference, the average Iron Race human can store 100 points of mana in their bodies, while experienced mages can store over 10,000.
Mana Resistance
Or MR. The amount of Mana an object resists when being charged. An MR of 1 means that one point of mana is lost for every 100 points of mana an object is charged with. The mana that is lost when charging an object is often converted into a form of energy, and depends on the element being charged. In most cases it is thermal energy. In other cases it is magnetic or electrical energy.
Mana Stability
Or MS. The ability of an object to hold a mana charge over time. 1 MS is equal one year, which means it will take one year for a mana charged object to fall to zero. Most Metals have an MS of near zero and will immediately discharge any mana it is charged with. Most crystals have an MS value in the hundreds to tens of thousands of years. Elemental Carbon, specifically Diamonds, have an infinite MS value.
Mana Conductor
An MR of less than 1 means that an object is defined as a magical conductor and little mana is lost when charging it. For Reference a Quartz crystal has an MR of 1 and most crystals have MR values less than that. Metals like Copper, Silver, and Gold have MR values of less than 0.1 and are considered the ultimate magical conductors, but since they also have an MS value of near zero, they don't hold a mana charge.
Mana Insulator
An Object that insulates against mana has such a high MR value and it cannot be effectively charged with mana. Iron and Calcium are considered quintessential examples of a mana insulator and are highly resistant to the effects of magic.
Mana Repeller
An Object that repels mana has an MR value in the tens of thousands, and will literally block the movement of Mana, preventing it from passing through the object. The chemical element Scandium is considered to be the ultimate mana repeller and has an Infinite MR value.
Mana Reflector
A Mana reflector will reflect a spell back to the direction it came from. Most metals have a reflectance value, but due to their other properties, don't actually reflect anything. Elemental Chromium is the only common element that can reflect magical attacks as well as its most common metal alloy, Stainless Steel.
Mana Null
An Object that is Mana Null doesn't interact with Mana at all. This requires mana point, resistance, and stability values of zero. Elemental Beryllium is the only known chemical element that doesn't interact with mana. Mana just passes through as if Beryllium doesn't exist.
Biology and Conditions
Mana Lung
A Specialized organ located in the lower chest cavity or equal location of all living things. Appears very similar to actual lungs. This organ functions as mana storage, though any part of a living thing can store mana.
Magic Scars
Scars created by magic. They will glow a color corresponding to the energy type of the magic that caused it. Magic scars increase a caster's affinity for that type of magic and also increases their mana storage capabilities.
Glow Skin
A condition where mana is stored in the skin in large quantities. Mages develop this condition naturally later in life due to repeatedly casting magic over long periods of time. In addition to glowing skin, glowing hair and eyes can also occur. While this does greaty increase magical power, it can also easily develop into cancer later in life.
God Trace
Many humans and elves on Vreathe are descended from the gods in some way, and will display a physical trait that signifies this ancestry. Examples:
Those descended from Saint Nora have grey eyes that turn completely white when casting magic.
Those descended from Kalbeth have the Moon Trace, and have white hair.
Those descended from Ibora, the Water Goddess, have blue hair.
Dragon Trace
Some humans and elves on Vreathe are descended from the dragon lords in some way, and will display a physical trait that signified this ancestry. Examples:
Those descended from Loralkas the Pulsar will display crystalline features on their skin.
Those descended from Maeos the Incorporeal are able to turn completely invisible.
Elemental Magic
Fire Magic
Fire Magic involves the creation and manipulation of fire and plasmas. There are numerous ways to create a fire with various mixtures of conjured elements to create different effects. Fire magic is almost always used in an offensive manner.
Air Magic
Air Magic involves the creation and manipulation of various gases, from the air we breathe to toxic fogs. While there are many offensive spells, usually this type of magic is used defensively. The most common spells involve creating a shield around the user charged with mana that increases defenses or negates other types of magic.
Water Magic
Water Magic involves the creation and manipulation of liquids, though water is the easiest to conjure and manipulate. Water magic can be used offensively or defensively. High level mages are also to manipulate the water inside the body, and combined with life and/or death magic, are able to instantly heal almost any injury...or immediately kill a person outright.
Ice Magic
Ice Magic involves the creation and manipulation of Ice. Compared to other solid objects Ice is very easy to conjure and manipulate, and also makes use of various cold spells that destroy thermal energy. Ice can be shaped into spikes, crushing objects, shields, and many other things with little mana cost, but ice is weaker than other solids manipulated with Earth and Metal magics.
Earth Magic
Earth Magic involves the manipulation of almost any solid object, except for Ice and metals. Heavier elements are impossible to conjure so Earth magic uses multiple types of energy created or destroyed with mana to get desired effects out of the surrounding environment.
Metal Magic
Manipulating metals with mana is difficult due to how metals interact with mana. Their mana resistance and stability is near zero making it almost impossible to charge with mana. Various smiths that figured it out are able to shape metals and create powerful weapons and armors.
Esoteric Magic
Death Magic
Death Magic at a basic level involves the destruction of chemical energy, which will kill any living thing almost instantly. At a more advanced level, the destruction of other energy types is mixed in, and it can be used to kill specific organisms or kill specific types of tissue. Death Magic also involves the creation of curses that can afflict the body with various ailments.
Life Magic
Life Magic at a basic level involves the creation of chemical energy. Once physics breaking Aether is thrown into the mixture, Life Magic is used to rapidly heal wounds, regrow limbs, transform the body, and negate the effects of Death Magic. Life magic becomes a terrifying weapon once a mage learns how cancer works.
Arcane Magic
Arcane Magic is rather vague, even in the classification of esoteric magic. It involves the creation and manipulation of all energy types that don't have an esoteric classification. Examples include manipulating nuclear forces. Some Scholars say the true nature of Arcane Magic is the manipulation of something called Dark Energy, but what that actually is, no one knows.
Lightning Magic
Lightning magic involves the creation and manipulation of electrical energy. Usually this is in the form of large bolts of lightning. Lighting Mages understand that once electricity reaches a high enough energy state, it is difficult to control, but still predictable.
Magnetic Magic
Magnetic Magic involves the manipulation of magnetic fields. It is mainly used for utility spells like finding your direction or moving heavy metallic objects without resorting to using gravity magic. There is argument among scholars over whether magnetic magic should be its own classification or if it should be considered a form of lightning magic.
Gravity Magic
Gravity Magic involves the creation, destruction, and manipulation of gravity. Objects can be levitated, armor can be made lighter or heavier, and other such effects can be done. It is recommended that a source of Aether be used when casting gravity magic becuase it drains mana very quickly.
Types of Magical Objects
Aethercite
Aethercite is a term for an object that is able to store Aether. Usually this is in the form of crystals that contain Oxygen or Carbon. All types of Coal and Charcoal are also able to store Aether in small quantities. Early in the Iron Age before scholars figured out what Aether was exactly, many mages would carry pieces of charcoal to cast spells with. The aether would be drawn from the charcoal, leaving a pile of gray ash afterwards.
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