Physical Manifestations Spell in Emynea | World Anvil

Physical Manifestations

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After the Birth of the Erlithmanil, these entities recrafted the world by lacing everything and everyone with magic. They granted all lifeforms two elemental abilities sometimes referred to as blessings. As these abilities are passed down from parent to child, they came to be called Racial Magic. Magic altered the natural balance of the world and humans, beasts and plants alike came to depend upon and even define themselves by their fantastical gifts. The societies of the newly dubbed Emynea continue to frame their lives by these abilities to this day.

Every element has five Aspects, five divisions of their magic. This means there are 50 aspects one can have a connection to, not even including those granted by Aethid! There is an intense variety of combinations, so many that its nearly impossible to name every kind. Instead, each of the two abilities are referred to by the aspect a caster is connected to and by how they can wield it, how they manifest that connection. Some manifestations have been observed from every aspect, such as Aura, Form and Manipulation while others are more unique like Bleed, Agility and Voice. Manifestations can either be physical or mental and they define how a caster can use their innate elemental connection. While some inherit a connection to only one aspect, its possible have two separate elements altogether—any combination is possible!

Tia's Hands Minx Form
Everyone in Emynea has two forms, their normal form and their magic form. Casters can switch between these or even blend their forms together! Whether they gain plant or beastial features or can manipulate raw forces of nature, one's magic form physically and visually expresses their aspect. All kinds of patterns and markings will appear and their hair and eye colors can also shift into the hues associated with their aspects. Even those with the same abilites may not look entirely the same, exact patterns differing person to person.

While every aspect article has a short list of and simple descriptions of their manifestations, below are details and typical features of each kind of manifestation. See unique manifestations for those with extra or alternate functions from the norm, those present only in one aspect or those which work a bit differently. Manifestations also present differently for mental manifestations than they do for physical.



Physical Aspects


Erlithmanil

Azowyr Vokda

Ithisda Iska Vapri Siryl

Oksi Yrisni Sonildaz Fliris

Ithkor Torith Veksit Bulok

Maralith Riptalis Iliog

Lishil Besida
Kalitho Rithaldis

Flithmar Emryl Shil Corrust

Gokmar Oril Martor Gokrilvek

Beranok Ylixa Ralgot Ranalis

Barnok Maroksi Torrym

Ithgalem Lithyr

Aethid


Sylthari Banalkar Ilnid Ralgotar

Rylmer Vekaltor Aasaru Malrot Zuvaath


Manipulation



These casters are able to freely manipulate, shape, attract, repel, alter, intensify and move their aspect if it's already present in their environment. In the case of living organisms (plants, beasts, fungi, etc.), they are able to influence, direct, attract, repel or order these organisms to their will, if they are present, and can amplify, speed or inhibit their growth. These organisms will disperse or regain their will when the caster runs out of energy or ceases their control.

Different people wield this ability in different ways. Some use gestures, others physically touch and move the aspect, some use tools or weapons as a conduit and some even move them with their mind or as if they were part of their own body. A caster will manipulate their aspect in the way that comes naturally to them but can train to try and master other styles. Their magic form has colorful patterns or solid coloration at the place where they manifest their abilities, hands being the most common. Manipulators also have the ability to perceive the aspect they can manipulate, even if it is ordinarily invisible, and their eye color may change if they do. Void, gases, bacteria and the like are some examples. While not immune to damage from their aspct, they are able to repel and redirct it away from themselves and others.




These casters are able to summon or generate their aspect either from their body or into the area around them, pulling directly from an Elemental Plane. These forces are temporary, disappearing once the caster loses concentration or falls unconscious. While they lack the fine control of Manipulation, they can still train and obtain some rough control over what they summon. In the case of living organisms (plants, beasts, fungi, etc.), they are able to attract any of these creatures in their environment, summon them from their corresponding plane or establish contracts with individual specimen in order to summon them. These organisms will disperse or return from where they were summoned when the spell ends. Aura casters don't have total control over the organisms they summon like Manipulation but they can give some basic directions and orders, having some power of suggestion.

Most Aura casters are immune to damage from their aspect and, if it isn't ordinarily visible, they gain the ability to perceive them. Different people wield this ability in different ways. Some use gestures, others physically generate their aspect with their body as the source, some hurl their aspect about from thin air and some project their Aura into tools or weapons. A caster will summon forth their aspect in the way that comes naturally to them but can train to try and master other styles. Their magic form has colorful patterns all across their body, especially at the point they manifest most easily.






These casters are able to step on, move along or move through an aspect freely as though it were a solid foothold, regardless of actual surfaces, or even move through solid instances as though it were water. How they do this differs. Some can walk, swim, jump or even slide on the aspect while others skate or fly through. They can do so regardless of gravity, even able to walk perpendicular or upside down, moving along wherever the aspect is present. They are slowed down when other materials are present, the aspect is diluted or blocked entirely by foreign materials.

Some manifestations also allow the caster to briefly transform into a cloud, flurry or burst of their aspect and travel in that form in an intended direction before reforming. Fliris and Gokrilvek have their own unique versions of movement manifestation as these aspects revolve around movement itself. Movement casters are immune to damage from their aspect and can see it if it isn't already visible. There is a drawback, however. When in their form and using their aspect as a foothold, this acts as a solid material for them, capable of being used to restrain or harm them
unless they are actively moving through. They cannot do both simultaneously! Even ordinarily harmless aspects like shadow become physically palpable and can be used to affect them. These magic forms display colorful markings on their hands and feet, stretching along their limbs.




This ability allows the caster's body, and anything they cast their magic into, to interact with anything that touches them the same way their aspect ordinarily would. Those parts of their body being touched will change into that element until the foreign object has left. This isn't something they do consciously, it is automatic so long as they are in their magic form. Some allow solid matter to slip through their body while for others their flesh becomes tough like stone or metal. Some even allow a caster to move right through barriers (Gokrilvek/Fliris). The exact effect differs by aspect. Any material interacting with their body will also be affected as if interacting with their aspect such as Flithmar burning, Ithisda wetting, Ylixa corroding and so on. They are also immune to damage from their aspect. Their form will have colored markings or patterns primarily on their torso.




Aspects with Slip




Aethid with Slip








Eye





These casters are able to see in, through, despite or using their aspect. They can see the presence of it in their surroundings despite any obstruction. They can also discern or differentiate type, intensity, pressure, etc. of the aspect. These perceptions draw information from the aspect's corresponding elemental plane, a process which is automatic for the caster. For many, they will be able to see what may be an ordinarily invisible force (gases, void, bacteria, etc.) as a mist of the color corresponding to that aspect. Their magic form usually presents coloration and patterns around their eyes and face.





These casters are able to sense the world around them using their aspect or can sense the aspect itself in their environment. They can feel the presence of the aspect in their surroundings despite any obstruction and they can sense anything touching or interacting with it. They can also discern or differentiate type, intensity, pressure, etc. in detail. These perceptions draw information from the corresponding elemental plane, a process which is automatic for the caster. Much like a Movement manifestation, they are immune to damage from their aspect but are succeptable to being moved by or restrained by their aspect. Their form presents colorful markings or patterns across their skin, face or scalp.





These manifestations differ considerably but generally affect skin, fur, scales, feathers, sweat, etc. depending on species. Some casters are able to generate an aspect from their skin and maintain it there or expand the effect into various shapes around themselves such as a large pocket, cloud, spikes, plates, a cloak, armor, shields, etc. Other casters can convert their skin into their given aspect while other casters instead sweat their aspect. Finally, some skin manifestations allow the caster to grow plant parts, animal scales, feathers or furs, or other similar effects instead when their element is of a living organism.

Even within one given aspect there are variations of which material is generated, the specific kind differing by person such as a kind of plant they can grow along their skin or the kind of metal they can convert into. They also cannot be harmed by their aspect, similar to Shield or Aura. They are totally tolerant to conditions caused by their aspect as well. Their form has colorful markings across their skin when not converted into their aspect or even full coloration in patches.






Like Skin, there are various kinds of touch magics depending on aspect and these manifestations can seem similar. The main difference is while Skin affects the caster, Touch afflicts targets with their aspect or even afflicts an ailment or damage related to it. Aspects of living organisms can infect a target with the organism such as fungi, insects or plant growth. These can consume organic material of a target in order to grow and can either sap magic energy from a victim, transfering it to the caster, or can be used to track a target. However, most often this ability is used by plants to attach clonal growths onto passerby, clinging onto targets in order to spread and propogate. The effects of any touch manifestation are cumulative. The longer a caster can maintain contact the further the effect spreads and the more pervasive the damage or the more extreme the effect grows. Only where these markings appear are immune to damage from their aspect. Their magic form has colorful markings on their hands or fingers, sometimes climbing further up their arms.


Aspects with Touch






Aethid with Touch









Charge





Casters are able to store their aspect within their body or can store nutrients, energy or moisture in the way their aspect can in the case off living aspects (plants, fungi, etc.). They can hold onto this, convert it to magic energy, strengthen their body with it or release it like an Aura. Those with living aspects are even able to transfer these nutrients, moisture or energy to other organic material, including other people. It is a valued ability among healers and farmers, able to enrich the soil in their fields! Their form has markings all over their body, particularly their hands and torso, and these markings will grow brighter the more they have stored up. They can hang onto the energy indefinitely but their markings will not fade as long as they are still charged. Despite all of these benefits, their weakness is that they cannot produce anything by themselves, totally without magic away from their element. They are reliant on a source.







The caster is able to craft, reshape or smith materials related to/consisting of their aspect with their bare hands without any need for tools. This can be done on large scales or with fine, delicate details. For example, Emryl's Craft allows the caster to smith materials ordinarily requiring extreme heat by hand such as blacksmithing, pottery, baking or glass. There are also forms of craft manifestation which allow the caster to create their own unique versions and variations of the aspect such as poisons or fungi. Their form has markings covering their hands and up to their wrists or even shoulders.


Aspects with Craft






Aethid with Craft






Known Beast Casters

Known Plant Casters




Venom





These casters can inject their aspect into a target using teeth, nails, spines or spit. The exact kind of toxin can vary by caster and even within the same aspect. They are also immune to their aspect and some casters will grow horns or spines in their magic form. Their form has markings around their mouth or hands and fully aspect-colored teeth, spines or nails.


Aspects with Venom


Aethid with Venom




Known Human Casters

Known Plant Casters




Blood



The caster can affect, convert or lace their blood with their aspect. This will afflict anything their blood will interact with as the aspect ordinarily would and can harm or even infect targets. Alternately, some blood manifestations allow the caster to switch between being warm or cold blooded. Their form changes the color of their blood to the corresponding color of their aspect, sometimes visible through the skin.


Aspects with Blood




Aethid with Blood




Known Human Casters

Known Beast Casters

Known Plant Casters




Fertility





These casters are able to affect, increase or decrease the fertility and reproduction systems of organisms related to their aspect. They can aid in reproductive cycles, development, growth and birth of young whether these are eggs, fetuses, seeds or spores. Live birth becomes less traumatic, with lower fatality, seeds can be germinated by hand and eggs can be hatched faster. The caster can even determine sex! Alternately, this ability can be used to ruin fields and sterilize cattle, a horrid weapon in the hands of those inclined to do so. Maralith's Fertility has been known to work on humans, many of these casters working in agriculture or as midwives. Their form presents markings on their hands and up to their elbows.



Aspects with Fertility






Aethid with Fertility




Known Human Casters

Known Beast Casters

Known Plant Casters




Diet



Clematis, Azowyr's Bloom

Can consume or absorb the aspect to replenish magic energy, heal or for sustenance and can do so without suffering any side effects or damage it may usually impart, natural or magical. Poisons, fungi or acids could be consumed without consequence with this manifestation. Some are also able to absorb their aspect in unconventional ways, not necessarily requiring eating it, and they will absorb spells of their aspect on contact. Their forms have colored markings or full coloration on, in and around their mouth or along hair, feathers or skin.


Aspects with Diet





Aethid with Diet










Bone





The caster can either turn their bones into the aspect or, in the case of Besida, switch between normal or light, air filled bones. This ability is most common among creatures with exoskeletons, often strengthening their defenses. Their magic form has markings imitating their own bones overtop their skin or a skeleton fully colored according to aspect.

Aspects with Bone


Aethid with Bone


Uwriun Scorpion



Known Human Casters

Known Beast Casters

Known Plant Casters




Will



These casters can amplify the magic of others when their aspect touches or reaches a target. They can extend this effect into existing iterations of it though some can summon as well. The most common version of this is Sonildaz's Will, empowering allies through music. Mosts are immune to damage from their aspect or at least resistant. Their forms have colored patterns on their face, hands or throat depending on how they manifest.



Aethid with Will


Will occurs with all Aethid

Aspects with Will






Known Human Casters

Known Plant Casters




Imprint





The caster can imprint on a given number of targets, marking or unmarking them via touch. Some can communicate with those marked via pheromones or telepathy and sense their movements and location, no matter how far they travel. Those of living aspects allow those marked to move in tandem with each other such as shoaling or flocking. Their form has colored markings or full coloration of their hands or fingers. Every caster has their own unique sigil targets receive and this symbol will also appear somewhere on their own magic form.


Aspects with Imprint




Aethid with Imprint



Known Human Casters

Known Beast Casters

Known Plant Casters




Blade



Able to generate, summon or craft blades made up of their given aspect. These blades can possess different qualities and destructive capabilities depending upon the aspect. These blades can extend out from their body, meld onto them, be thrown or pushed outward or some can even create actual wieldable weapons. There are also instances of wielders forming alternate weapons beyond swords such as daggers, spears, polearms, halberds, axes, arrows, bolts and various other weapons with training. The caster can be damaged by the cutting portion of their own blade but not where it attaches to their body, where their markings appear, the blunt portion or where they can grasp the weapon. Their magic form has colored markings on, near or around where they can manifest their blades (hands or forearms are very common).


Aspects with Blade




Aethid with Blade






Pocket



Able to create very small portals to a given elemental plane, just large enough for the caster to reach their hand or arm into and either place something inside or pull something out. How the caster can utilize this differs by aspect. Vokda's Plane is useful for storage while Rithaldis' Plane contains miniature suns the caster can pluck out, with enough energy. Their form has solid coloration of their hands or up to their elbow.


Aspects with Pocket




Aethid with Pocket





Known Human Casters

Known Beast Casters

Known Plant Casters




Breath





Able to inhale, exhale or breath despite their aspect without suffocation or ill effect. This caster isn't harmed or debilitated by their aspect either. This can enable them to breath in fresh or salt water, sand, smoke and others. Most of these manifestations also allow the caster to exhale their given aspect, usually as a cloud or mist or with extreme heat or pressure. The caster can control the intensity and amount of this exhalation and this functions similarly to a dragon's breath. Their form possesses coloration around their mouth, nose and throat.


Aspects with Breath






Aethid with Breath





Known Human Casters

Known Beast Casters

Known Plant Casters




Push





Able to produce a blast or pulse of their aspect ranging from explosions, pyroclastic blasts, shockwaves and electromagnetic waves. They do this with themselves as the epicenter and they can control the intensity and/or temperature depending on the aspect. Larger blasts eat up energy rapidly. Their form has colorful markings across their body, focused on their torso.


Aspects with Push






Aethid with Push






Known Human Casters

Known Plant Casters




Sleep




These casters are able to induce a special kind of sleep for themselves or another, inducing a state of hibernation by surrounding or engulfing targets inside their aspect like a cocoon. The exact nature of this sleep differs by aspect but most are regenerative, useful for healing or enduring uninhabititable conditions. They can keep a target in this state so long as their aspect is contacting the target, pulling energy from the aspect itself rather than the caster and the spell is capable of sustaining itself in this way. The caster can dispell the effect whenever they want but if left alone, they will remain in this state until their aspect is no longer present in their environment. Most commonly, this is used by species over harsh winters or even amid volcanic explosions, emerging when hazardous conditions have faded. Their form possesses coloration and patterns similar to an aura.

Aspects with Sleep



Aethid with Sleep


Sleep occurs with all Aethid

Known Human Casters

Known Beast Casters

Known Plant Casters




Shield






Casters are immune to any damage from their aspect or other negative effects whether this is from magic, mechanical or natural sources. They are totally immune to all other magic from their aspect. Some of these also offer resistances or tolerance to extreme environments such as extreme temperatures or pressures. Their form possesses markings across their whole body.


Aspects with Shield


Shield occurs with all physical aspects and Aethid





Vision




These casters can look into their aspect's elemental plane and explore it mentally while in a meditative state, looking through windows and portals within the plane. Any instances of their aspect within the physical world, all across Emynea, can act as these windows and portals. The caster still has to search out which portals or windows connect to where but can do so without endangering themselves, unlike Step casters. They mentally move through the plane as if they were inside, leaving their body behind. This can work over long distances and is valued for its scrying capabilities. Their form has colored markings covering their head and eyes and their eyes will often take on a unique appearance.


Aspects with Vision


Vision occurs with all physical aspects and Aethid


Known Human Casters

Known Beast Casters

Known Plant Casters




Step



This is a rare and coveted manifestation, possessing qualities from several other abilities like Movement and Eye. It allows the caster to step into and out of an elemental plane using portals large enough to step through—instances of the aspect occurring around them. The speed at which they can move through these portals depend on the size or quality of the portal. It is dangerous for one to jump through portals if they are unsure of what lays on the other side but they can travel even great distances using this ability, protected from and unobstructed by the dangers of the plane.

What these planes are like and how accessible they are differ drastically by plane. They can also bring others through the plane, extending their protections while maintaining contact, but this or travelling at drastic speeds quickly eat up energy. The companion also cannot enter or exit without the caster. Even outside the plane, they are immune to damage from their aspect, possessing abilities of Movement and Eye manifesetations. However, they are still at the mercy of the Aspect of their plane while inside their domain, needing to be careful not to disrespect or provoke these entities! Their magic form has colored markings on their whole body, especially their eyes, hands and feet.



Aspects with Step


Step occurs with all physical aspects and Aethid




Form



Gan and Polecat
Able to turn parts of their body into an aspect or have the aspect incorporated into their magic form. If the aspect is of a living organism, the form incorporates features or attributes of that organism into the body of the caster (such as wings, leaves, gills, etc.). There are variations within aspects as well such as the kind of metal for Martor, kind of plant for Fliral forms or kinds of gas for Oksi and so on. The specific kind differs by individual. How outside forces will
Hadu Hedgehog
interact with this transformation differs by aspect. Some become hardier while others allow matter to pass through. Generally, anything that alters, harms or destroys an elemental aspect will translate into lost flesh when they convert back and anything still caught up inside the form will becomes stuck within that body part. In their form, the part of their body they can convert is one solid color correlating with their aspect.




Able to convert their entire body into their aspect, this is considered the ultimate manifestation of an aspect and is extremely rare. In fact most only appear in specific bloodlines usually belonging to royalty, or at least nobility, and in Divine Descendants. Many of the most extreme abilities can only be used by the latter. Some effects resemble a Form manifestation but on a much larger scale. In fact they appear to possess qualities from many manifestations including Eye, Aura, Movement, Slip, Skin, Diet and Shield. Some can even generate an Aura and Manipulate their aspect by touch. As one might guess, they are totally immune to damage from their aspect and can in fact absorb the aspect from their environment via touch in order to heal themselves.

While they can maintain their human shape in this form, they are also able to freely alter their shape or merge into any of their aspect in their environment, travel along it and reform elsewhere. They can squeeze between thin cracks or expand their body outward, especially if their aspect is already present. They are able to move around as or interact with surroundings in whatever way their aspect can. However, anything that damages, alters or destroys that aspect will harm them or even destroy them similarly to the Form manifestation. In fact, damage tends to be more severe, potentially injuring them anywhere in their body. They must reform in their human shape before converting back too. Their magic form, when not converted, presents as one solid color across their whole body, including their hair and eyes, and some of these can be far more dramatic.



Elemental Aspects with Body





Elemental Aethid with Body









Body—Organism




These casters bond to a specific kind of organism matching the aspect the day they are born and their souls become connected, their lives intertwined. This bond is almost identical to that of a familiar but this connection is much stronger. They are able to take on physiacal attributes of their partner like that of a Form manifestation but their transformation isn't nearly as limitted, capable of transforming into all but a match to their partner. Casters can transform their entire body into features of their bonded familiar, appearing an anthropmorphic version of this beast or plant. Strangely, they also seem to gain abilities matching those with Movement, Shield and Eye of their aspect such as bursting into a flurry of leaves and reforming elsewherre or being able to see bacteria. It all depends on their partner, this manifestation considered the ultimate expression of a living aspect. Unfortunately, their wellbeing is also tied to that of their partner, growing sick when it grows sick or becoming tired and lethargic if it hibernates in winter! And like a familiar, if one dies, so does the other.


Living Aspects with Body



Living Aethid with Body






Known Beast Casters

Known Plant Casters



Side/Secondary Effects


Casters tend to develop one or more personality quirks, tendencies or habits related to their Aspect(s). They will develop at least one quality but can still develop more. These aspects are actual entities which exist within their elemental plane! Each is a piece of an Erlithmanil's whole mind and personality.

Source




All racial magic pulls from their connection to an Erlithmanil and the planes which are pieces of their souls. A caster's ancestors have passed down their connections to an element which each individual can draw from and utilize using their own life energy, their own soul. How they can manifest this connection is also hereditary but some manifestations express themselves differently by individual. This connection cannot be severed, as all divine pacts are not reversible, but the individual element is able to block or temporarily stop the flow of their magic if they makes a conscious effort to do so. This is only when they possesses a body. If they exhaust themselves, the caster is not able to utilize their connection again until they rest.




Cover image: by Lee Stepp

Comments

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Mar 5, 2023 15:41

What happens if someone inherits two manifestations that are traditionally considered opposite of each other (such as darkness and light or water and fire)? Would this hinder or enhance that persons abilities?   Very cool concept, I am glad to have found it because of WAWA. Best of luck in the competition from a fellow competitor :)

Yours truly, Nino.
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Mar 6, 2023 03:59 by Lee Stepp

First, thanks for checking out my article and commenting! And yes that's totally a possibility. Since which manifestation someone inherits is up to genetics and, well, luck some really crazy and contrasting abilities can mix and match. Manifestations can combine and interact with each other in positive ways (like for the character Ifani Brandt) but also negatively. In this and various other ways, not all magic forms are equal and the unfairness of that is part of the system! After all the life deity, Luxis, loves to play favorites.   And of course whether this is a hindrance or a enhancement depends on how the individual utilizes their abilities. One can manifest parts of or all of their abilities at will so with enough practice, even if someone has elements that don't mix well they can still be quite capable. Though someone with manifestations/aspects which DO compliment each other is a huge advantage. A person's racial magic also affects their personality to some extent so, just as people can have contrasting characteristics so can their magic!   Good luck to you as well, I'll definitely check it out!!