
[Special] The Beginner's Guide to Magic
[NOTE: I believe it will help the story, and hopefully your experience of it as well, if the rules of magic were available to you. Think of this as an excerpt from the textbook Tori spent hours studying. Enjoy :)]
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9 Basic Types of Magic
Bonding Magic
Magic of this type serves to fuse two or more things together in whichever way the spell directs. It requires a distinct talent for precision and is used primarily by healers and blacksmiths. Healers, for example, use this type of magic during surgery to aid with severed appendages or open heart surgery. Blacksmiths, on the other hand, use bonding magic as a stronger substitute for welding.
Restriction Magic
As the name suggests, this type of magic is used to add restrictions to objects, places, or spells. The 'restriction' can range from simple requirements to narrow exceptions. Spells falling under this category are very rarely used independently but rather, they are utilized as add-ons to the main objective. The revered Archmage Salvador Orion of Calnoiva used a restriction spell to aid in the creation of the Elementals. Of all the magic types, restrictions magic has the greatest range of difficulty, from extremely easy to almost impossible.
Transformation Magic
This type of magic allows the user to transform object, places, or living organisms. It is often used by intelligence agencies for their undercover agents. It should be noted, however, that this type of magic is by far the hardest to control and tends to end horribly in the hands of less experienced users. Such tragedies are the fuel for centuries of werewolf lore.
Generational Magic
Believed by many scholars to be a subset of restriction magic rather than a category of its own, generational magic spans across generations and is known to be outlast the caster. Due to its longevity, spells falling under this type have a massive mana toll. Generational magic is always casted by multiple users.
Extraction Magic
The vast majority of extraction type spells are forbidden. This is the magic of monsters and beings without a soul. Its very nature is to take, plunder, loot, and destroy. The most infamous extraction spell is 'Desolation' rips the victim's essence (believed by Invad's to be a human's soul) out of their body in a vile and cruel way. The victim is left in a vegetative state if the caster felt mercy, though the outcome is almost always death.
Containment Magic
Magic of this type is used to contain and detain. Reduction, magic which drastically reduces power by means of absorption, was once thought to be an independent type of magic but is now considered to fall under Containment. Containment magic is used primarily in law enforcement by the police force, interrogators, and wardens.
Elemental Magic
Spells classified as elemental are those relating to the 5 established elements, fire, water, earth, air, and lightning. The elements themselves have an essence of their own, unique and different from those possessed by humans in that it does not serve as a 'soul'. The elementals, beings whose essence is tied to that of en element's, were long thought to be myths. The revlutionary change from myth to reality was brought to us by Archmage Salvador Orion of Calnoiva.
Exploitative Magic
This type of magic is one that manipulates and controls, either oneself or others. Control, in this context, can be physical- such as bodies or objects, or it can be control of a construct, such as perception (hallucinations, for example).
Tracker Magic
Magic that is used to track people, places, or objects. It is used most often by hunters and police.
Starter Rules of Magic
The Elizer Principle
Developed by the Archmage Elizer Dusk of Yisteria, the principle states that the disorder of a spell, described as the tendency of unexpected side effects, will always be proportional to it's complexity. That is, the more complex a spell is, the greater the likelihood of unforeseen side effects.
The Balthazar Laws
A chain of laws regarding mana and its used developed by Sir Balthazar III. They are as follows:
1. The maximum amount of mana an organism has at rest is defined as the organism's "Mana Level". This is not a fixed amount and can be increased.
2. The amount of mana different spells require is defined as the "Mana Tax".
3. Mana Tax and Mana Level are two distinctly different concepts.
4. An organism can only increase it's Mana Level, it can never decrease. Mana Tax, however, is always in flux, it depends on the fitness of an organism at the time of spell use.
5. The ideal organism has a high Mana Level and low Mana Tax.
Sir Balthazar further explained the laws through an example. He reasoned that a young man who newly acquired the habit of training daily would have a low Mana Tax, but since he has recently started and does not have much experience, his Mana Level would not be very high. In contrast, an old man- several years retired, would have a very high Mana Level due to all those years, but his Mana Tax would also be high.
The Mohr-Edgar Scale
Formed with the understanding that the two components of learning a spell are affinity and understanding. The Mohr-Edgar scale ranks spells on a scale from -10 to 10. Spells ranked at -10 are based solely on affinity. To master these spells one either has the natural talent or not. Spells ranked at 10 are based solely on understanding. Mastering spells of these level requires extensive knowledge of their mechanisms. Spells ranked at 0 are true neutrals, requiring a perfect balance of affinity and understanding.
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So there you have it! I've had this for a long time now, was just waiting for the right time to post it :)
I'll be updating it from time to time, either to clarify or add information that's a bit spoiler-y right now lol
Please let me know your thought! If there's a particular concept you like or disliked, or of there's a question, I would really love to hear it.
Also, lots and lots of love to @ElleLeeLove she's absolutely perfect :)
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