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Magic System

In Zùnarìbh, magic is a normal part of the world. It is part of the energy of life and can alter how things work to a small degree.

Manifestation

Basic Magic



Magic Level: Low level, limited energy
Item: Magic in Zùnarìbh is an energy that everyone has, just part of being alive.
Result: Everyone can use magic by a combination of mental energy and physical touch depending on what they are trying to accomplish.
Typical uses:
  • Healing: cuts, small bruises, and small wounds. Example - a hairline fracture could be healed by a single persons magic but a compound fracture could not.
  • Growth: Encouraging small amounts of growth in plants. Example - finishing up ripening a fruit/vegetable that's halfway there, adding some height to plants.
  • Energy Changes: Small changes in surrounding energy. Example -  lighting a candle or kindling, slightly heat up or cool down air, slight prompts for changes in emotion--stronger for animals.

Strengthening the Magic Energy


Basic everyday magic is at a very low level and pulls from the users energy, requiring sleep or rest to replenish that energy as one would after using normal energy for daily tasks throughout the day. There are two methods that can be used to strengthen the magic energy. A pendant (item) or going to a high energy area of the world (location).
Using a pendant:
Magic level: Low-medium energy level
Item:
 Pendants are made from the same materials as the arches--portals. The arches are made of materials that bridge the worlds, i.e. a tree that grows in Zunaribh and has a mirror piece in our world.
Result:
 When worn, the pendants increase the energy of the wearer, expanding the pool of magic energy the user can draw from. The increase in available energy means that the magic user can perform stronger magic or perform more magical tasks before needing to rest/replenish the energy.
Increased uses:  
  • Healing: Increased healing ability but still not ground breakingly amazing. It meets the level of what most people can take care of at home without a doctor. Cuts - small gashes, most bruises, and small wounds, reduce swelling, small breaks or sprains or ligament tear.
  • Growth: Encouraging small amounts of growth in plants. Ripening a fruit/vegetable that's at least partially developed. Maturing smaller-medium plants (small amount to something like trees). Encourage growth in people and animals as well.
  • Energy Changes: Small changes in surrounding energy. Lighting a fire, slightly more heating up or cooling down air, encourage trust in animals, slight suggestions of mood change to sentient creatures (calming affect, irritating, etc.). Small, localized weather phenomena (10X10 area): rain, bits of wind, tiny earthquake, light s.


Using a Location:

Magic level:
Medium energy level
Item:
 No item is required but rather being at a specific location. The arches act similarly to the Pendants, but the energy is generalized to the area rather than focused in a user. At the other locations, there is some material (known or unknown) like the arches that have pieces in both worlds and generalize the energy boost to the area.
Result:
When a user is at a high magic energy location, the pool of magic energy is fairly increased. As with the pendants, the increase in available energy means that the magic user can perform stronger magic or perform more magical tasks before needing to rest/replenish the energy.
Increased uses:
     
  • Healing: Increased healing ability. Slightly more than what most people can take care of at home without a doctor. Cuts - gashes, bruises, and small - medium wounds, reduce swelling, general breaks or sprains or ligament tear.
  • Growth: Encouraging fair amounts of growth in plants. Growing and ripening a fruit/vegetable. Fully maturing smaller-medium plants. Partially maturing for larger things like trees. Encourage growth in people and animals slightly beyond normal perimeters.
  • Energy Changes: Medium changes in surrounding energy. Lighting a fire, heating up or cooling down air within 10 degrees Fahrenheit, encourage trust in animals - even hostile ones, general suggestions of mood change to sentient creatures (calming affect, irritating, etc.). Small, localized weather phenomena (20X20 area: gentle rain, bits of wind, tiny earthquake, light snow) or medium localized weather phenomena (10X10 area: rain, small thunder/lightning, wind, small earthquake, a couple inches of snow).

Combining Energies

Magic level:
Medium-high energy level
Item: Using a pendant near a high magic energy location.
Result: When a user is at a high magic energy location and also wearing a pendant, the pool of magic energy is exponentially increased. The increase in available energy means that the magic user can perform stronger magic or perform more magical tasks before needing to rest/replenish the energy.
Increased uses:
  • Healing: Increased healing ability. More like a healing superpower, can heal most injuries short of dying and cannot bring someone back to life. Large but non fatal wounds, bad breaks or sprains or ligament tear.
  • Growth: Encouraging fair amounts of growth. Fully maturing most plants, though not giant plants. Encourage growth in creatures beyond normal perimeters but not a full doubling of size. Somewhat change the size of non growing things (rocks, man made things etc.)
  • Energy Changes: Changes in surrounding energy. Lighting a fire, heating up or cooling down air within 10 degrees Fahrenheit, encourage trust in animals - even hostile ones, general suggestions of mood change to sentient creatures (calming affect, irritating, etc.). Small, localized weather phenomena (30X30 area: gentle rain, bits of wind, tiny earthquake, light snow), medium localized weather phenomena (20X20 area: rain, small thunder/lightning, wind, small earthquake, a couple inches of snow), large localized weather phenomena (10X10 area: hard rain, some thunder/lightning, fairly windy, small-medium earthquake, light blizzard)
 

Localization

Magic is usable in the entire world.   Stronger usage area:
  • The mountainous island in the sea between Nechlar and Jita'nii.
  • Mountain source of the Obex river in Aureus.
  • Arches - portals between our world and Zunaribh.
  • Somewhere in the ocean (it's been reported but no one knows the exact coordinates)
  Dead usage area:
  • The core of the K'hetnan mountains.
  • A portion of the south woods separating Alterrah and Aureus.
  • The channel between Aurelia and the rest of the mainland.

Different species and magic in Zunaribh

    Human: It is part of the natural human energy of the world, but like learning to walk/coordinate your body, is learned and practiced. It is mostly learned through watching others and trial and error. Humans are strongest in magic connected to Energy changes and Healing.   Paijez: Though much smaller than humans have stronger reserves of the magical energy, specifically magical energy connected to plants. The Paijez learn magic as a normal part of culture growth, through watching and trial.   Dragon: The dragons, as with the other species learn magic as one would learn to walk, through watching and trail and error. The young ones often learn their magic alongside the human Alterrians that they do school with. The dragons have large magical energy reserves and are strongest in magic pertaining to energy changes.
Type
Natural

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