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The Elements and Magic

Within the world of Merulia, magic exists and permeates the very air. All magic ultimately falls under one of twelve categories, nine of them elements. These are so fundamental to the world that even the Gods themselves largely fall under them, such as Thor following Lightning, Charon being of Shadow and Fate a being of Raw magic. These forms of magic are:
    • Fire
    • Light (Radiant)
    • Earth
    • Water
    • Ice
    • Shadow (necrotic)
    • Lightning
    • Wind
    • Arcane (Force, psychic)
    • Raw
    • Prismatic
    • Spirit
Of the elements, they are split into three groups. These groups tend to be related to each other, such as fire giving off light, or shaping the earth, water turning to ice, or how dark it is deep in its depths.
    • Fire, Light and Earth
    • Water, Ice and Shadow
    • Lightning, Wind and Arcane
The other three have special properties. Raw magic is just that, magic with no elements attached, pure and raw. It is the most powerful form of magic, but is wild and untamed, capable of utterly destroying anything it touches. Prismatic magic is the opposite, the combination of all elements into one. This magic has the curious effect of been unable to kill. Spirit magic is where all other forms of magic, such as Psionics fall. Practitioners of these magics are incredibly rare, and often of immense power.
 

Elemental Infusion

Nearly every soul created within this world is infused with magic from the moment they are conceived. This magic will inevitably manifest itself as the soul grows, and ultimately two things will happen. The soul will garner the favour of an element, but the disfavour of another. The favoured element will respond more readily to the users commands, fire will glow brighter, the winds will blow stronger, the magic infused with these elements more potent. On the other hand, the element that is disfavoured, the one that seems to shun the person, will have the opposite effect. The spells will fizzle out easier, carry less power behind them, while others weaving spells of that element to the detriment of the user will find them enhanced. A firebolt thrown at a figure whom has the disfavour of fire will find the bolt burning hotter, and more unerringly homing in on them.
 

Antimagic

Within the world exist areas of antimagic. These places contains trange plants and animals not seen in the rest of the world. These fauna and flora are completely immune to all forms of magic, both good and bad, even when taken beyond the Antimagic. Ore will not melt in magic infused flames, magic ice will not freeze the water, light will not cast away the shadows cast by these strange magicless items. A sword forged within the magicless lands, from materials and methods known only within those regions, will cut through magic like paper. While these swords, even the most magical, will not enhance the wielder, they are the bane of all mages. However anyone wielding such a blade would be unable to wield magic, their spells or equipment failing to manifest their power. Within the Antimagic dwell people known as the Magicless.
 

Wild Magic

As if in opposition to Antimagic, for where there exists no magic, there must be areas where magic is stronger, areas of Wild Magic exist. In these magic rich, chaotic lands, any spell cast could trigger powerful effects, from simple little flashes of light forming around the caster, to devestating natural disastors, earthquakes, tornados, rains of fire and more. Anyone born within these lands inevitably carries wild magic within them, and find their spells causing chaos all over the world. Those with Wild Magic who enter the lands of Antimagic inevitably fall ill, their bodies screaming for the magic that is part of their very being.
Type
Metaphysical, Elemental

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