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Author Post
Skyward Ending
Topic: Magic

There are eleven types of magic:

Alchemic

Craft

Elemental

Imbuing

Kinetic

Mind

Pure

Sight

Sigil

Sinister

War

Credits to Quill of Copper for Sigil

#1 Feb 25th, 4:06pm . Edited May 30th, 11:45pm
Skyward Ending

Alchemy

Alchemy is the magic of transmutation of substances and the study of substances that can withstand time and other substances. Being born with Alchemic magic makes it possible for a person to actually change a substance without touching it, though it is very rare. The more common ability that comes with being born with Alchemy is being able to identify matter. There are two main branches: erudite and practical.

Erudite concerns the more study-involved Alchemy, like the two Quests: finding a way to change anything to gold using the same procedure, and creating Adamant, a substance that will withstand anything and everything. One must actually study matter and analyze it.

Practical is a much more active aspect of Alchemy. It is using Alchemy for practical reasons, such as blacksmithing.

Alchemy is extremely hard to learn without being born with it.

Craft

The magic of the laypeople—that is, forging, gardening, cooking, crafting, etc. — though the strength of the Craft varies greatly. It cannot be learned.

Elemental

This magic is born in people and cannot be learned. It includes magic over the elements--such as fire, water, and earth--and influence over animals. It also means that communication with Feral Fliiari or Fliia in animal form is possible. However, having Elemental magic does not encompass being able to create fire/water/earth/etc., only manipulate it.

Imbuing

Some aspects of Imbuing magic can nearly be regarded as Craft magic, as both affect inanimate items. However, Imbuing an item implies that the magicking of the item happens after the item is created, which is something that Craft mages cannot do. It also incorporates being able to store magic in an item rather than the item using the magic or using the magic through the item. However, Imbuing an item decrees that most (those born with Imbuing magic can cast permanent spells with hard training) Imbued items' effects will fade over time and usage, whereas Crafted items will retain their potency. This is called Inanimate Imbuing, and can be learned, though mastering it takes decades.

Animate Imbuing, on the other hand, can only be carried out by those born with Imbuing magic, and is the magic of Imbuing a living being. It is a very risky business; should anything go wrong, the effects of the magic are permanent, and removal of such magic is extremely difficult if not impossible.

Kinetic

This magic can only be used by people born with it. It is, in short, telekinesis, but varies a lot in power and range. It includes shields, and with great training and talent can affect a body's insides from the outside. It can also be used as a weapon by forming temporary blades/projectiles from the Kinetic magic.

Mind

This magic includes: empathy, mind-reading, speech between minds (communication between minds is one-sided unless the one being mind-spoken to also has Mind magic. Note that this does not include interaction with Feral Fliiari or Fliia in animal form), emotion manipulation, mind-control, and being able to tamper with the mind, especially memories. The power of all of these vary. This magic cannot be learned.

Pure

This magic is in essence the art of healing. It can be applied to sentient beings, animals and plants, and can be learned quite easily. It can heal both mind and body. It is the opposite of Sinister magic.

Sight

The Sight is the art of being able to see into the past, present and future. It cannot be learned, and must be cultivated to be used effectively. It is often obscure. It is often feared not only because the future is feared, but because the Sight has been abused so much throughout the years.

Sigil

This magic can only be learned. It is a branch of magic strongly tied to Imbuing and Crafting, but is a magic in itself because it is the only magic that is linked to Oblivion (as opposed to Creation, which is the opposite of Oblivion, and considered much more powerful), through runes. Because it is connected to Oblivion, mastering Sigil magic is extremely difficult and requires boundless patience. However, it can be used very effectively by using only the simplest of runes, and for that reason people prefer this magic to other learnable magics.

Sigil magic is very broad, and to master it one must learn all aspects of it. Because it is connected to all other magics, it can somewhat be used as a sort of "shortcut" to other magics, epecially Alchemy, Imbuing, Pure, and Sinister; and vice versa. Because of its broadness people tend to get a very basic grip on all magics through Sigil and then focus on one branch.

To perform it one must tap into Oblivion and draw a rune in the air. One must perfect the rune (the more elaborate the runes are the more time and Oblivion one will need) to have the effect of the rune to take place. Simple runes, if incorrect, will at worst be ineffective. Complex runes, if incorrect, can have drastic effects on and around the wielder.

Sinister

Note: the word “Sinister” does not only apply to magic.

Sinister magic is the art of deteriorating the mind, body and soul, and summoning demons and Achludites. It affects the user, since the nature of the magic tarnishes the user’s morals, eventually destroying the user’s morals altogether. It is the easiest magic to learn, and in the end, the strongest, as it stretches to Sinister aspects of Alchemy, Imbuing, Mind, Sigil, and War magic.

War

War magic is destructive magic that usually comes in the form of fire and lightning. However, it is different from Elemental magic as Warfire or Warlightning can only be controlled by the wielder and the wielder cannot control natural fire or lightning, nor anyone else's Warfire or Warlightning. It is treated as a weapon: useful and dangerous, able to be used for good or bad. One must be born with it.

#2 Feb 25th, 5:18pm . Edited May 30th, 11:47pm
Skyward Ending

Note that humans can have any type of magic. Demi-deities' magic will be based on their mortal half. Sinister magic can be used by anyone, though some aspects are barred from some, based on their race. Sigil magic, because of its simultaneous being able to be learned and having a link to Oblivion, can be learned by all.

Alchemy

Lynae

Rin

Craft

Fliiar

Lynae

Rin

Thalasanthar

Elemental

Fliiar

Thalasanthar

Imbuing

Demon

Lynae

Rin

Kinetic

Achludite

Demon

Lynae

Rin

Mind

Achludite

Demon

Lynae

Pure

Lynae

Sight

Demon

Fliiar

Lynae

Thalasanthar

War

Demon

Lynae

Rin

#3 Mar 06th, 3:19pm . Edited May 31st, 12:50am

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