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Published at 21st of January 2019 08:48:55 PM


Chapter -1

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Now you probably have some questions like: What are the Magics? What are The Limits for Magic? Are there consequences for using Magic? No? You didn't? Well, I'm going to answer those questions anyway. The Magic in this world is only limited by two things; Imagination and Mana Capacity. Sure, you could create a magic that incinerates an entire country, but do you have the needed mana? For that kind of damage, you'd need about 1,000,000 high-class Human mages. To put that into perspective, an average kingdom has maybe 1 high-class mage. Even High-Elves only have an amount equivalent to 10.

There are, in fact, consequences to using magic. Specifically, an illness called Mana Deprivation, which is inflicted when using more mana than your body contains. This sickness's initial symptoms vary from person to person but include things like nausea, paralysis, coma, and hallucinations. After a day or so, symptoms are migraines, muscle weakness, and exhaustion.

Now, I'll talk about the affinities I listed in the Races chapter. Affinities are just what magic a specific person or race is good at learning, not what they can. For example, a Human could have an affinity for an Elemental Magic but choose to study a Sacred Magic. It's just that most won't because it would take 1000x longer to learn the Sacred Magic than it would to learn the Elemental. Spells are difficult to learn and even harder to master. You only have so much time in your life after all.

Now I'll talk about the various Branches of Magic. To start off, I'll tell you about Elemental Magic. It's basically your standard fantasy affair, with Fire, Earth, Water, and Wind as the basic types. Moving up in difficulty are the advanced Elements which are Lightning, Magma, and Ice. The advanced elements are combinations of base elements; Lightning is Fire and Wind, Ice is Water and Wind, and Magma is Fire and Earth. Now you might ask, well what about Earth and Water? I can't think of what a Mud Magic could do that either Earth or Water can't.

Next up is the Sacred Magic Branch, which is called such due to its magics being held in high regard. There are 3 Sacred Magics; Light, Life, and Divine. Light magic is given great praise by Humans, who prefer the efficient healing of this magic over Water. Life magic can only be learned by Wood Elves, who have the blood of the Ancient Dryads running through their veins. Divine Magic is the use of magic to call upon divine powers, making it strongly attached to the religions of the world. This Magic has terrible consequences for the user, mainly the use of their lifespan.

Taboo Magic is made up of magics that have been heavily regulated or are outright banned by most powers. These types of magic are known by another name, Black Magic. Starting with Curse Magic, which is a regulated magic. This sub-branch is generally only used on prisoners and slaves to keep them in line. Curses usually take the form of images or crests somewhere on the body. Shadow Magic is the manipulation of darkness as a cover and weapon. Beloved by Assassins and Thieves alike, this magic is very versatile. Next is the banned magic, Necromancy, which is the single most hated magic of all. The reason for this is because of the fact that the souls used by Necromancers are trapped inside their own bodies, completely cognizant but unable to do anything but their master's orders.

Arcane Magic is the Branch made up of magics that use raw mana for their spells. This means it is made up of; Runic, Fey, and Familiar Magic. Runic magic is the act of carving mystical runes onto various objects, giving them different effects. This Magic is also known as Enchantment Magic, as its users are paid a fair amount to enhance equipment and weapons. Fey Magic is the use of raw mana as a weapon, named so because it was first used by the now extinct Fey. This Magic's spells are comprised by the use of compressing mana into various projectiles, used for different situations. Familiar Magic is the magic used by those who are known as either Tamers or Summoners. The sole spell of this sub-branch is called Contract. It is done by sharing mana between the Contractor and the Contracted. The Contracted gains the ability to shift between a material and immaterial form.

Finally, the last Branch of Magic, the Unique Magics. These magics don't fit with the others due to their peculiarities. They exhibit special effects, and their users are extremely rare. There are three magics in this Branch; Aura, Blood, and Space-Time. Aura Magic is the ability to use Aura as an offense, defense, and as support. Aura is a special energy created by mixing Mana and Vital Force, which gives it the thickness of Vital Force with the mutability of Mana. Blood Magic is the use of mana to manipulate blood into various weapons and constructs. The only known users of this magic are Vampires and Half-Vampires. And the Final Magic is Space-Time, whose use should be obvious. User are able to create pocket dimensions and alter the flow of time. Mastering this Magic can allow you to separate from the time stream, thus becoming immortal.

Quick thing to say that while my magic is based on imagination, there are still standardized spells like Fireball, Earth Spike and the like.




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