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MAGIC
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GENERAL DEFINITIONS
MAGIC
The natural force that exists within all things across the Continent. Every person is born with a latent magical ability, but without training, most will never develop it beyond instinctual use. Magic is not a tool for the common man; it is a privilege, a weapon, and in some cases, a curse.
VEINFLOW
Veinflow is the internal reservoir where a mage’s magic is stored and circulated. It absorbs ambient magic from the environment, aligning with the user’s elemental affinity. When Veinflow is depleted, magic becomes inaccessible until it naturally replenishes through rest, sustenance, or exposure to magic-rich areas. With training, one can expand their Veinflow, increasing their bandwidth and power in wielding magic. However, even the strongest mages must respect their limits; overuse can lead to unconsciousness, permanent damage, or death.
MAGIC EDUCATION
Formal training in magic is a luxury afforded only to the nobility, elite scholars, and select military recruits. Magic academies are rare, exclusive, and highly secretive. The exception is military service, where recruits with strong affinities can receive training in exchange for years of service.
MAGIC STORMS
Unstable surges of Wild Magic that occur unpredictably across the Continent. Most magic storms are harmless, but strong storms can cause distortions in reality, teleporting those caught within them to distant locations, most often, the Land of Beasts.
THE MAGIC DIVIDE...
Magic in the Continent is broadly divided into two categories: Elemental Magic, considered the purest and most prestigious magic, and Other Magics/Structured Magics, which are practical, structured, and sought after by commoners for the fact that they can be learned even with little to no innate magic affinity.
...IN ELYRIA
In Elyria, magic defines status, power, and class. Nobles monopolize Elemental Magic, breeding heirs with powerful affinities, and as a result, Dual-Affinity, rare elsewhere, is common among them. Other Magics are dismissed as lesser arts; Rune Magic and Alchemy are tolerated but secondary, while Shadow Magic and Bestial Magic are outlawed. Magic education is tightly controlled, with commoners only gaining training of any kind of magic through military service, wealth, or noble sponsorship. In noble circles, they refer to these lesser arts as "hedge magic" or "low arts,", and the like.
...BEYOND ELYRIA
Beyond Elyria, the divide is far less rigid. Vostigar values Rune and Bestial Magic as essential tools for warriors and hunters. Caelum has had Alchemy, Rune Magic, and Shadow Magic integrated into daily living, arts and military strategy for a few years now, though they're still regarded as lesser. Ish’kora disregards the divide entirely, treating magic as knowledge rather than status, studying, mastering, and innovating in all forms of magic equally.
THE ELYRIAN MAGIC PARADOX
Elyria boasts the highest number of Dual-Affinity wielders, making its nobility some of the most naturally powerful magic users on the Continent. However, their strict adherence to Elemental Magic and dismissal of Other Magics leaves them the least exposed to broader magical knowledge and innovation.
ELEMENTAL AFFINITY
A person’s innate magical alignment to one of the four fundamental elements: Fire, Water, Earth, or Air. Affinity is inherited through bloodlines and determines how magic responds to the individual. However, even those with strong affinity can rarely wield magic without some years of training.
AFFINITY STRENGTH
The measure of how naturally strong someone's affinity to their element is. Some are “Blooded” enough to shape it into something tangible, and with enough training, they can rightfully be called mages.
BLOODED
A term used to describe those who have a strong elemental affinity. A person with a dominant fire affinity is Fireblooded, a person with an earth affinity is Earthblooded, and so forth.
LAW OF ELEMENTAL INHERITANCE
Every individual is born with a singular dominant Elemental Affinity: Fire, Water, Earth, or Air, which is primarily determined by lineage and bloodline. This Affinity dictates the type of magic one is naturally attuned to and capable of wielding with proper training. While inheritance generally follows predictable patterns, magic is not always an exact science. The strength and purity of a bloodline, the dominance of an element, and rare mutations can all influence the outcome of a child’s Affinity.
NOTE. It is generally accepted that Fire and Earth are dominant over Water and Air.
I. One Dominant Parent, One Recessive Parent
If one parent has a dominant element (Fire or Earth) and the other has a recessive element (Water or Air), the child will almost always inherit the dominant element.
Example: A Fireblooded parent and a Waterblooded parent will almost always have a Fireblooded child.
II. Two Dominant Parents (Fire + Earth)
The child will always inherit one of the two dominant elements, never a recessive one.
Example: A Fireblooded and an Earthblooded parent will produce either a Fireblooded or an Earthblooded child; the ratio of inheritance depends on family lineage strength.
III. Two Recessive Parents (Water + Air)
The child will always inherit one of the two recessive elements, not a dominant one.
Example: A Waterblooded and an Airblooded parent will produce either a Waterblooded or an Airblooded child.
IV. Ancestral Inheritance (Skipping a Generation)
In rare cases, a child may not inherit either parent’s Affinity but instead manifest an Affinity from a grandparent or earlier ancestor. This is more common in families with mixed elemental lineages, where a recessive element was suppressed in previous generations but resurfaces unexpectedly.
Example: Two Earthblooded parents producing a Waterblooded child due to a strong Waterblooded ancestor in their lineage.
V. Elementally Inert
Whether they came from weak magical lineage, or despite coming from strong magical lineages some children are born with little to no elemental ability. In that case, they often cannot “unlock” elemental magic ability later in life, though they may still be able to practice Other Magics (Runes, Alchemy, etc.), if they can find the resources.
This is considered a birth defect among noble families and is often a mark of incredible shame, particularly in Elyria.
The Law of Elemental Opposition
Though every individual has one natural Affinity, they also have an elemental opposite, that is inherently weak within them. This opposition is dictated by the natural properties of the elements: Fire opposes Water. Water opposes Fire. Earth opposes Air. Air opposes Earth.
DUAL-AFFINITY
A rare 1 in 500 ability to wield two elemental magics with near-equal strength. While most favor one over time, true mastery of both is exceptionally rare. Dual-Affinity is most common among Elyrian nobility, where bloodlines are bred for Water + Air or Water + Earth affinities. Balancing both elements requires twice the training, and overuse of one can weaken the other. Those who achieve full mastery are often remembered in history.
THE ORIGINS OF DUAL AFFINITY
1. Strong, Unbroken Elemental Bloodlines
The most common way Dual-Affinity manifests. If both parents come from long-standing, pure elemental bloodlines, their child may inherit both elements instead of just one. Most common in Elyria, where noble families intentionally cultivate bloodlines for Water + Air or Water + Earth Dual-Affinities.
2. Equal Elemental Lineage from Both Parents
If neither parent's element is dominant over the other, but both have strong elemental ancestry, their child may develop Dual-Affinity instead of inheriting just one. This is rarer than the above scenario, but still possible, particularly in Caelum and Ish’kora, where magical education allows for greater flexibility in affinity development.
3. Mutation
Some Dual-Affinity individuals arise from seemingly random mutations, even if their lineage does not strongly favor Dual-Affinity. This is most common in regions affected by Wild Magic storms, where exposure to unstable magical energy has unpredictable effects on unborn children.
VEINBURN
Veinburn is a dangerous condition that occurs when a mage overuses their Veinflow, pushing beyond their natural magical limits. It manifests as blackened, seared veins that spread across the skin, a visible mark of strain that worsens with repeated abuse. The more severe the Veinburn, the more difficult it becomes to recover, and in extreme cases, it can lead to permanent magical impairment, organ failure, or death. In extreme cases, mages with severe to fatal Veinburn may undergo Veinbinding, a dangerous process that seals off their ability to cast magic entirely, preventing further damage at the cost of losing their magic forever. This kind of magic is taught to and practiced by physicians.
Causes of Veinburn
Overexertion. Using magic beyond one’s Veinflow capacity without proper rest or replenishment.
Forbidden Magic. Practices such as Blood Magic or Soulbinding, which consume life force instead of Veinflow, can cause instant and irreversible Veinburn.
Veinflow Disruption. Exposure to Wild Magic storms or unstable alchemical substances can forcibly drain or corrupt a mage’s Veinflow, resulting in Veinburn.
Forced Casting. Using magic while Veinflow is fully depleted, essentially “burning” the body as fuel.
Stages of Veinburn
1. Minor Veinburn. Veins darken temporarily, causing fatigue, dizziness, and mild pain. With rest and proper healing, it can fade within days.
2. Moderate Veinburn. Persistent blackened veins, muscle tremors, and difficulty casting magic without pain. Takes weeks or months to recover.
3. Severe Veinburn. Deep, permanent scarring along the veins, chronic pain, and significant loss of magical ability. Recovery is rare.
4. Fatal Veinburn. Total magical collapse, rendering the mage unable to use magic ever again. In worst cases, it leads to death.
TYPES OF MAGIC
(from most common/legal to least common/illegal)
THE FOUR FUNDAMENTAL ELEMENTAL AFFINITIES
Earth Magic (Earthblooded)
Earthbloods are defined by their affinity to magic in its most enduring, constant forms; the force of gravity, density and raw strength. Masters of reinforcement, they can strengthen structures, increase their physical durability, and wield the pull of gravity. Incredibly valuable for fortification, construction, and battlefield endurance. Some are known to shape minerals, like gold or iron.
Fire Magic (Fireblooded)
Control of heat, combustion, and kinetic force. Strong Firebloods can start fires, forge weapons, accelerate their own movements, or preserve life by controlling body temperature. However, unchecked fire magic leads to spontaneous combustion, internal burns, and overheating.
Water Magic (Waterblooded)
Those with a water affinity are tied to fluidity, change, and the movement of life itself. They can extract poisons, manipulate humidity, and purify water. Healing magic is derived from this, but it takes life force away from the user. Another rare ability accessible to Waterbloods is dream magic, the ability to enter another’s subconscious.
Air Magic (Airblooded)
Airblooded are defined by their affinjty to speed, perception, and the invisible forces that shape the world. It is more than just wind; it is lightness, perception, electricity, and the delicate forces that hold the world in balance. They are incredibly attuned to their surroundings, capable of sensing danger before it happens. Some can momentarily vanish from sight or create distortions in the air.
OTHER FORMS OF MAGIC
Other magic refers to forms of magic not directly tied to elemental affinity. While elemental magic is considered the purest form, these lesser magics can be mastered even by those with weak or no elemental alignment. Though often looked down upon, they offer unique abilities that extend beyond the traditional elements.
Rune Magic
A structured magic that must be inscribed rather than cast, using symbols to imbue objects with power. Runes allow for permanent enchantments, reinforced structures, and long-lasting spells, making them a crucial art in weapon crafting and architecture.
Alchemy
The structured magic of transformation, allowing for the extraction, refinement, and manipulation of magical substances. Alchemy is less about direct spellcasting and more about understanding the properties of magic itself. Through potions, elixirs, and transmutations, alchemists can replicate elemental effects without ever casting a spell.
Shadow Magic
The art of manipulating perception, light, and absence. Shadow magic is commonly used for stealth, deception, and illusion, allowing practitioners to bend light, vanish from sight, or create doppelgängers. While not outright illegal, it is heavily regulated due to its association with spies, assassins, and underground organizations.
Bestial Magic
A primal, instinctive type of magic , found mostly in the Land of Beasts. Practitioners of Bestial Magic can form bonds with creatures, take on their traits, or even communicate with them. This magic is outlawed in Elyria and Caelum.
Dream Magic
A rare and poorly understood form of Waterblood magic that allows users to enter and influence dreams. Some say it is a healing magic, able to soothe traumas and nightmares, while others believe it is a tool of manipulation, planting ideas in the minds of others.
FORBIDDEN/LOST MAGIC
While everyone has an elemental affinity, there exist magics that are not bound by them; mystic arts that exist outside the traditional schools. These magics are rare, dangerous, and expressly forbidden.
Blood Magic
A high-cost magic that uses life force as a currency. Practitioners can heal wounds, increase their power, or manipulate others, but at a price. Blood Magic is widely outlawed due to its dark history and deadly consequences.
Necromancy
The ability to commune with or manipulate the dead. True necromancers do not raise mindless undead armies, but rather tether lingering souls, communicate with spirits, or reanimate fallen bodies. It is feared due to its association with disturbing the natural order, and in most kingdoms, necromancers are executed on sight.
Temporal Magic
The theoretical ability to influence time; whether by glimpsing the past, seeing into the future, or altering the present. No confirmed practitioners exist, and those who claim to have experienced it often suffer severe consequences. The few records of Temporal Magic describe individuals aging unnaturally, becoming displaced from reality, or disappearing entirely.
Wild Magic
Magic in its purest, most unfiltered form. Unlike structured elemental magic, Wild Magic responds to emotion, will, and the world around it. It is primal, unrestricted, and refuses to be bound by human laws. It is believed Wild Magic is responsible for a phenomena called magic storms and that it produces many of the creatures that roam the Land of Beasts, the Continent’s most dangerous, untamed region.
Soulbinding
A powerful and rarely understood magic that links the fates of two individuals. A soulbound pair can feel each other’s emotions, share strength, and in extreme cases, take on each other’s wounds. Historically, it has been used in royal bloodlines and among elite warriors, though the knowledge of how to perform a true soulbinding ritual has been mostly lost.
♡coded by uxie♡
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