Spells Physical / Metaphysical Law in Elemaran | World Anvil
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Spells

You want to become a mage? Well, if you have the talent, it's all there for you. Defeat your enemies, make incredible things, anything. That said, they say that less than one percent of the population can even use magic. Take away amputees, those who live where mages are persecuted, and those who never realised they had the ability, and you have very few people.
Magic is used by intelligent creatures using a combination of the soul and the body. While the soul decides on what to do, the body is the interface. The body's ability to do this was engineered by the god Kineva. This interface is usually hand and arm movements. It is a common myth that incantations control magic. In reality, mages often use this to focus or calm themselves down.

Criteria for spells

In order for a person to be able to use spells, two criteria must be met:
  • The caster must have "Magical Aptitude", a genetic trait that results in the presence of Kesselium in the bloodstream. This makes the entire body, in effect, a single node and seems to be necessary for all spells
  • The caster must have all limbs remaining, or a specially designed prosthetic laced with Kesselium
Furthermore, the caster must (generally) have the Mana (magical energy stored in the body) available to cast the spell. Although, with the use of Nullifiers, this can be worked around.

Localization

Spells are impossible to use in the vicinity of Nullifiers. The city-state of Silnear is in a permanent nullified area. The high technological advancement of Silnear seems to roughly make up for this.
Type
Metaphysical, Arcane

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