Chapter 35:

Extra Content: Magic System!

Elenora's Academy of Magicka: Ken Granfold


So I've created my very own Magic System, i'd really appreciate it if you guys took a look at it and gave some feedback. Thank You!!!

History

Magicka or known by none High Elves as 'Magic' is a force of filtered power that comes from the plane of existence known as Xenthious a ripple in space that was made by the Mighty Divine God of Time Tëmpus, as well as many lesser gods. Magicka flows out of Xenthious and into all of Urbis (Universe/Cosmos) and has become natural energy in Urbis.

Magic is a mysterious supernatural force used by many of Urbis inhabitants. It is exhibited in many forms and is applied in many ways.

All magic users are born with a particle known as "Etheriam Particle" without those Particles one can not use magic. The energy that flows out of Xenthious isn't exactly "Magic" it's an unknown energy that is the source of all energy in the universe. The "Etheriam Particle" in mages absorb the unknown universal energy and synthesis it to form "mana nano" inside a mage which forms mana and lets a mage cast spells.

when magic-user uses all of their mana, it could cause them severe exhaustion, render them unconscious, and, in extreme cases, lead to their death, but if a magic-user only uses their raw physical strength until they are physically exhausted, it won't have much effect in their mana level.

Within the universe, the density of mana can vary from place to place. Locations with a high pull of mana are mainly filled life forms and living organisms that contain lots of "Etheriam Particle", areas with a high density of mana can sometimes affect the area, like changing the very climate, landscape, etc. Locations with a low density of mana don't have many living organisms or life forms with the "Etheriam Particle"

Out of the High Elves, Humans and Beastlings, High Elves were the very first race to discover Magicka and to figure out how to use it to cast spells, it was hundreds of years after before beastlings learnt how to cast spells and took even longer for the humans to figure it out. Although Magicka is a natural source of power in Urbis, not all living creatures have it, so depending on where you are or who you are, those around you might see it as a blessing or a curse.

Magic is also for some reason heavily influenced by its casters emotions so the effect of a spell changes depending on its user's emotions.

"Having control of your emotions is a big step on having control of your Magicka"

~Agis Lekress

"Your Magic and Emotions are one"

~Agis Lekress

Magicka/Magic

-Charge/Improve-

Every living being born was Etheriam Particle has a container within them, and depending on who they are it will naturally vary in size. The container within their body determines their mana level and its limitations. Once the container of mana has been depleted or become low, then their Etheriam Particles will naturally absorb the universal energy from the atmosphere and fill up the container with mana until it's once again full.

The bigger one's container the higher their mana level, the smaller the container the lower their mana level. Everyone is born with a different size container and depending on their race, species, blood or place of birth their container will vary in size. Those that are loved by mana will naturally be born with a much larger container, regardless of their race, species, blood or place of birth.

There are multiple ways one can increase the limit of their container: They can improve it through Hard work/training, have power transferred to them or use natural magic items like magic crystals, gems and artifacts, altho Gems/crystals/artifacts are normally only temporary boost.

-Usage-

Magic is normally used to cast a variety of spells during battles, like offence, defence, support, and healing but it can also be used for everyday life for more practical purposes. When any type of spell is casted the user's mana is drained to a certain point depending on the level of the spell, stronger spells tend to cost more mana while weaker spells cost less.

For one to cast a spell they first must have enough mana for whatever spell it is, next they would need to be able to mentally visualise the spell, if the spell requires an incantation then they must speak the incantation to invoke the spell. Once all that is checked then they need to exert their mana to cast the spell they have mentally visualized. This sounds complicated but mages can cast spells almost instantly, varying on their personal speed/reflex.

Visualizing your spell isn't as important as the other spells, as most mages can skip that step and still cast a spell just fine. Visualizing is normally good for someone that is creating a spell or want to refine a spell they have already learnt. It's good for the basics.

-Emotional Response-

Magic is heavily influenced by an individuals emotions, it doesn't matter how powerful you are, your emotions will always affect your magic capabilities, whether to make you stronger than usual or weaker than usual, your emotions can even stop you from using magic altogether.

A mage can have a deep-rooted trauma or some type of terrible emotional response to a terrible past event that the individual has not been able to overcome yet, this can stop a mage from naturally casting spells and will be forced to use magic items to cast spells, in severe cases, it can stop a mage from using magic until they overcome their emotional trauma.

The effect and intensity of a spell can even differ depending on the mages emotional state, Love, Anger, Shock, Shy, scared, worried and every other little emotion, will affect your magic, not all ways, they tend to affect mostly when the emotion is intense. Not everyone's magic will respond the same way to an emotional reaction, for some anger could make them stronger for some anger could make them weaker.

-Incantation-

To cast most spells above novice level you will need to recite its full incantation to release the spells full power and get the best results out of the spell and if one does not recite the incantation the spell will still be casted but it won't have its full damage and won't give you the best results let's use the spell 'Incinerate' for example.

With Incantation:

(Flames of the Crimson God lend me your Flames and Destroy anything in my way INCINERATE)

That is the incantation that is needed to be recited to be able to use the full power of Incinerate and the Full power of Incinerate summons forth 5 layers of magic circle that shoots out a bolt of fire that can incinerate a large portion of land causing huge explosions while moving extremely fast

No incantation:

(Incinerate)

the magic will move much slower and won't do as much damage as a full incantation nor will it move as fast, and only one magic circle will appear.

There are cases were extremely powerful mages with enough experience can cast a full incantation spell without reciting the full incantation, they only have to visualize the spell, which allows them to cast the spell without having to mutter a word, but only extremely powerful mages are capable of that feat.

Now Spells casted in the language Magus, which is the original language for magicka, that High Elves forged and speak when casting any spell, a spell casted in the tongue Magus doesn't alter the spell so much but when you take out a word or add a word or join a word while reciting an incantation for a spell then the outcome of the spell will turn out to be completely different, let's use 'Incinerate' as another example.

Normal Incantation in Magus:

(Flarus de vo ush derum zo Xertex)

That has the same effect when recited in the common tongue

Shorten Incantation in Magus:

(Flarus ushe derum Xertex)

Once casted with that incantation, the firebolt goes a short distance before vanishing

Adding a word Incantation in Magus:

(Flarus de vo ush le derum zo Xertex)

With this incantation, the bolt of fire will go a few meters before taking a sharp turn either right or left depending on which hand the spell was cast with

Combing a word incantation with Magus:

(Flarus devoush derum Xertex)

With this incantation, the fireball will split in two so will the damage and speed of the fireball.

-Incantation Tongue-

Magic is one of the main power sources in the universe, even tho only 20% of the known universe can use magic. Magic comes in many different forms and has many different ways to use it, but all spells have an incantation whether it be a long one or a short one. The universe is filled with many different life forms and each life form having their language, for example, humans, Beastfolk and High Eleves all have a native language that is very different from each other, yet a spell can be cast in any language and have the same effect. But there are times where certain spells or a category of spells can only be cast with a specific language forged for those certain spells.

There are a variety of different incantation tongues, for example, if a human or any other race wants to use a demon spell, they must chant the spell in demonic language or the spell won't work. But if the magic-user has any type of demon blood in them, then they don't need to use a demonic incantation, they can cast the spell in any language. This same rule applies to every other form of Incantation Tongues. Some of the common types of Incantation Tongues are Demonic, Dragon, Enochian, and Veldathian, but there are many more out there.

-Magic Tools/equipment-

Altho only 20% of the known universe can naturally use magic, magic itself is used by more than 45% of the known universe, this is all thanks to Magic Tools/equipment. Magic tools/equipment are inanimate objects that have been built to absorb magic or are objects that are infused with magic, to perform specific functions, to help in a fight, like to utilize forms of magic outside of the skills of a mage, or to be used in everyday activities to make life easier.

Weapons can also be infused with magic, to perform magic spells without incantations, even armour or normal outfits can be infused with magic. Any tool infused with magic, must be charged first before a spell can be cast and the stronger the spell the more charge the tool needs.

-Attributes-

Every mage is born with a certain Attribute/element, which is what differentiates one mage from another. There are five primary elements in the world: Fire, Water, Earth, Wind, and lightning. Then there are secondary elements, which derive from the five primary elements.

For examples, Ice comes from water, Lava comes from a combination of Fire and Earth, Dust is a branch from Earth, Storm is a branch from lightning. Every other element is either gained from a combination or is a branch of the primary elements. Then there are the Special Attributes that don't derive from the Primary Elements, such as Light, Shadow, Space, Time Gravity, Spirit and many more.

The Primary elements are extremely common while the Secondary Elements are uncommon and Special Attributes are rare.

Mages are typically only born with two primary elements some are only born with one, but there are times where they can be born with three or all five primary element. Not all mages will be born with a secondary element, some will gain a secondary element later in life or won't gain one at all. Mages who do gain secondary elements will only gain elements that derive from their primary elements. For example, if a mage was only born with fire, they will only gain secondary elements that branch from fire but they won't get any combination elements like lava since they don't have the primary element of Earth.

Mages are rarely born with a Special Attribute, those that do have a Special attribute normally gain them because of their bloodline or they gained from someone else through a magic transfer. But there are cases were mages can be born with Special attributes regardless of their bloodline, altho this is rare.

Mages can be born without a primary element and only have a secondary element, this is rare but it happens due to the mage's parents primary element mixing and being passed onto their child, which can cause the child to not be able to use a primary element, the same case can happen with Special Attributes.

-Magic Fusion and Magic Synchronisation-

Magic Fusion is when a mage fuses two separate elements to create one element, usually, a secondary element that they do not naturally possess, for example, if a mage was born with the primary elements of Fire and Earth but did not gain the secondary element of Lava, then a mage can use both fire and earth at the same time to create a Lava spell, altho doing it like this takes much more effort then someone who has Lava as a secondary element. For a Magic Fusion to work, the mage must make sure that one element does not overpower the other as they cast whatever spell they have in mind.

Magic Synchronisation is when two or more mages combine their magic to cast a fusion or single spell, that is much stronger than a normal spell. Magic Synchronisation is extremely difficult as many mages have spent their whole life trying to perform it but haven't been successful. For a Magic Synchronisation to work, all participants must have the same level of magic and be able to output their mana into the synchronisation without one mage overpowering the other even in the slightest, their emotions have to be in sync with each other or it will backfire and most important of all the participants must truly trust each other without a doubt.

-Types of Magic User-

Type 1 Magika user are those that are naturally born with Magicka and can manipulate it to cast spells freely as long as they have enough mana.

Type 2 Magic users are those that are born with Magicka but can not cast spells as freely as Type 1 Magicka users, as they need to use Grimoires, Scrolls and Spell Tomes to cast spells and are only limited to the spells in the Grimoires, Scrolls and spell tombs. This is a type of disability for magic users, that isn't due to their emotions, it's just a defect some mages are born with, and there is no real way of curing it.

-Spell Hierarchy-

There isn't any "true" category/level of Magicka, it's all just an arbitrary classification that scholars and professors have put on it, to organize them into making it easier to teach to others and understand.

Casting a spell may seem easy but if not done properly or without the right knowledge of the spell the caster could injure themselves and if a mage is not experienced or strong enough to handle a spell it can lead to side effects, injuries and worst case death, so that's why there are many different hierarchies of levels that ensure safety. To explain this easier we will use the most common level hierarchy as an explanation.

Novice

Novice is the first level to the hierarchy and is most focused on teaching scholars the basic fundamentals of Magicka and how it works, it's more theory-based although practical learning is involved as the best way to move up the hierarchy is to improve your spells, Novice teaches the basics of how to control and manipulate your Mana so that it can be manifested into a spell, Scholars in Novice learn basic spells that use low Mana so that they can get the grasp on casting spells and these beginner spells are normally harmless

Adept is the second level in the hierarchy and it goes over refining and polishing the Mana manipulation skills you learned in the level of Novice but it mostly focuses on teaching scholars how to physically and mentally cast polished low and mid-tier spells

Expert is the third level in the hierarchy and it is were scholars learn and develop advance spells that use up lots of Mana and are more difficult to handle.

Master is the fourth and final level in the hierarchy and its were Scholars should have already mastered all the basics of novice spells, Master scholars focus on learning and developing high-tier spells that use up a lot of Mana.

Schools of Magicka

There isn't any "true" category of Magicka, it's all just an arbitrary classification that scholars and professors have put on it, to organize them into making it easier to teach to others and understand. Unlike Magic Attributes where you can on practice what you were born with, you can practice any school of Magicka without limit.

Destruction:

Destruction spells are the most explosive spells and best way to cause huge amounts of damage to your opponent. The School of Destruction spells serves as the main offence for mages, as a majority of the spells in this school cause direct damage. Destruction spells are very devastating if not used carefully the user could injure himself

"Destruction caused by Magicka is a work of art"

~Elred Ravaran

Illusion:

Illusion spells may not be any were as explosive as Destruction spells but its as dangerous if not even more dangerous. Illusion spells manipulate the mind and sense of foes to see/hear/smell/taste and feel things that aren't even there, it's capable of camouflage, illuminate, or obscure without changing an objects/living creatures structure. The illusionist can make their opponent truly believe something that is not there with all there might like making them believe they are frozen in time or killing them by making them believe there drowning. The illusions that an illusionist makes is only as real as their opponents believe it is, so the more someone believes an illusion the more real it becomes and messes with you. Even knowing that an illusion is an illusion won't help much.

"once you start believing there is no way out"

~Valindra Prestori

Essokinesis:

Unlike Illusion, Essokinesis doesn't simply modify the conscious of a mind but alters reality to the casters will. Essokinese is one of if not the most dangerous School of Magika as a master Essokinesis user can rival the power of Lesser Gods. Essokinesis lets its caster bend the very fabric of reality as well as changing the fundamental of physics and biology, those that truly master Essokinese know that reality does not really exist and that it's just a big lie that the Divine Gods have made and that Reality is only limited to there imagination.

"Reality is the biggest lie ever told"

~Martin Ulren

Healing:

Healing is almost the complete opposite of Destruction spells as it's used to cure and relief its targets of pain and suffering. Healing spells are one of the most useful Schools of Magika as the caster can heal themselves or companions that have received deep wounds or even fatal wounds, the School of Healing also teaches its users how to cure curses, life-threatening diseases and lethal poisons/venoms. The Healing School of Magika is under looked by many mages seeing as they only see it as a School of 'Healing' but that's where they are wrong, the School of Healing teaches spells that can easily kill Vampires and High Vampire as well as undead creatures, as well as to help see through illusions

"Underrating the school of Healing is the biggest mistake you can ever make"

~Julia Vage

Conjuration:

Conjuration is a really useful School to even the odds in an uneven fight. Conjuration is another really useful School of Magicka as it lets the caster to summon creatures from pocket dimension, planes of existence such as Melkith, other dimensions and creatures that you have tamed to come and help you in battle. The School of Conjuration also lets its casters to summon weapons and equipment that you already own or magical weapons from a different dimension. Conjuration allows its caster to banish another mages summons that their opponent has made, even banish chaos demons back to Melkith. Conjuration can even be used to move one object to another place.

"You're never alone in a battle when your a master of conjuration"

~Aji Jaghar

Enchantments:

Enchanting is a very crafty spell as it can be used in many situations. The School of Enchantment teaches its users how to upgrade and buff up objects, companions and living creatures it can also upgrade spells and give them unique effects and if the caster is strong enough they can alter the spell completely. Enchantment in a way is like Essokinese as it is also able to alter reality but only to a certain extent, a master enchanter can turn rain into fireballs, buff a weak cowardly creature into a brave and strong creature, turn liquid-solid and vis-versa and make a normal human as strong as a giant.

Masters use Enchantments to add elements and unique attributes to weapons and equipment as well as making runes and gems. Those that learn and have a good knowledge of Enchantment can make inanimate creatures and monsters out of inanimate objects as well as weapons with the same material they were made out of. High-level Enchanters are also able to transmute objects into different objects.

"Everything is better with some Enchantments"

~Talasson Firntha

Necromancy:

Necromancy is no longer a School of Magicka as it was made forbidden to study although people still practice it. Necromancy is the practice of reviving the dead and messing with the Life and Death cycle, hence why its made forbidden and if that's not bad enough Necromancy was discovered by the Chaos Lord Mekath Lord of corruption and Deception. Necromancy is a dangerous School of Magika as your able to play around with life and death, once you have mastered it. Necromancy can raise whole armies of the dead ready at there command.

Those who have truly mastered Necromancy can reanimate the dead back to life as if they never died with all there personality and powers but would be forced to obey the necromancer no matter what. Necromancy also does the teaching of Soul Manipulation which always the user to rip there opponents soul out of there body by force or set it on fire even freeze it. Necromancers can eat there opponents soul and once they do they will get a huge power up depending on who's soul they ate they are also able to bound a soul to a certain place or object so when they die there soul can't move on to the afterlife

Life and Death is our playground"

~Veleth Vox

Ward:

Wards are one of the most useful spells out of all the Schools as they can be used for a lot of things and be combined with other schools just like Enchantments. One of the main use of Wards is making barriers and force fields to protect yourself from all sorts of attacks as well as to create magical amours and weapons made out of Ethereal. Wards can be used to write magical traps that explode when stepped on and other useful traps.

The School of Wards also teaches its users on how to make barriers with laws, for example, the caster can make a barrier and make it a law that no one in the barrier is allowed to use their powers that would mean no one in the barrier can use there powers no matter how strong they are but that law also applies to the caster, but the caster can make any law they want. Wards can also be used to cast mental protection for yourself and others so you can't be mind-controlled or have your mind read and give you a better resistance towards illusions.

 Wards can also be used as seals to seal away opponents and banish demons and other creatures back to where they came from, Master Ward users can even create objects and beast out of Ethereal to help them in combat, Wards can be combined with elements to give them an elemental effect and can be used to touch intangible beings/things. Ward has many uses, probably the most useful school of Magicka.

"The school of Wards is a jack of all trades its useful in all situations"

~Octavia Stone