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Innate, Place, and Other Magic

While most magic practiced by the mortal races of Genesis falls under natural or divine, other types of magic exist within the world. The following are other types encountered in certain places, species, or other categorizations, with a brief explanation of how they operate and who they're typically used by.  

Innate Magic

Innate magic refers to the natural abilities that all members of certain races possess regardless of whether or not they have magical talent. Despite the fact that some versions can be quite powerful, innate magical abilities take very little power to use compared to a natural magic spell that might produce the same or a similar effect. It's thought that this kind of magic is so deeply ingrained in its users that it's a natural extension of their bodies' functions, rather than something that requires special manipulation to use.   The following are a list of races that express innate magical abilities:   ANCESTORS
The Ancestors transfer their collective knowledge from the dead to the living through a cannibalistic process. While not much is understood about how this works, the form of reincarnation it results in is closer to magic than anything else.   DRAGONS
Dragons have a number of abilities that straddle the line between magical and natural, with their exact nature not entirely clear; however, the fact that most are appear to be instinctual upon reaching magical maturity suggests that they should properly be classed as innate. Dragons have incredibly keen eyesight both in natural daylight and darkness, and they appear to use magical ability to enable flight that would otherwise not be physically possible considering their massive solid-boned bodies. They also breathe fire, functionally resembling Casting-focused natural magic but in a highly unrefined form.   SHAPESHIFTERS
As their name suggests, shapeshifters can change their physical form freely and do so almost from birth. While they require a certain understanding of the animal they're transforming into, they have a certain intuition for it that would require a very highly skilled Shaper to achieve with similar ease. Changing forms seems to be almost effortless and is near-instantaneous.   SERAPHS
Seraphs can spontaneously generate and control fire, as well as being immune to its harmful effects. It’s theorized that their demonic heritage somehow lets them treat fire in a way as though they are only manipulating preexisting flame (within their own bloodstream) rather than having to generate it from nothing at a high energy cost   STORMCROWS
Male Stormcrows have a natural shapeshifting ability, though it's tied to the 'cloak of feathers' tradtion.   VAMPIRES
Vampires in their post-Blooding form have a number of innate abilities as a result of the magical transformative process. They feed exclusively on the lifeforce of other beings, no longer requiring food for sustenance, and have a metabolic process that vastly accelerates their healing to a supernatural degree. They have perfect vision in low/no-light conditions, heightened senses, enhanced strength and speed, the ability to transform between 'true' and 'human' forms, and a powerful aura of paralytic fear called the Bloodfear that they subconsciously project while hunting or in a heightened aggressive state.  

Kingdom Magic

Kingdom magic is a unique system that exists only in The Kingdom, and is deeply tied to the innate caste system of its people; similar to a less structured form of the natural magic used elsewhere in Genesis, its primary difference is in how it's used. The links between dominant and submissive castes are vastly important and form a very real bond between individuals. In a household, it creates a unique atmosphere; the loyalty the binds servants to both one another and to their master is tangible enough that it can be used as a conduit for magic.   Both Seraphim and Nephilim, the dominant castes, are potent natural spellcasters in their own right. However, when surrounded by those who serve them, individuals from these castes become increasingly more powerful. They are capable of drawing upon the inherent magical power within those they serve and using it themselves; as such, when a House fights, they are sure to fight as a single unit. A master's power in magic, like in all else, is defined as their own strength plus the strength of those who serve them.   Though less powerful individually, servant-caste Avian can also call upon magic. Theirs is most powerful when used as a group; though it's rarely comparable to magic channeled through a member of a dominant caste, they can be formidable when casting with a single purpose. When not linked by their master, Avian need to be in physical contact to pool their magic.  

Place Magic

Though magic is deeply ingrained in the fabric of Genesis (and to some extent the Old World, though not as strongly as it was before the Shattering), there are certain places of power where it naturally concentrates. Often known as loci, these are places where the fabric of reality is often slightly altered; the lines between the material plane and other planes of existence blur, magic-dependent beings like ghosts, spirits, and the undead are more likely to be created or drawn there, supernatural phenomena occur with increased frequency, and more. While they can be hazardous, loci are also a potential source of power for practitioners of natural magic and can be used to lend power to spellcraft. The most powerful sites are often jealously guarded, and they're a frequent feature around which magical populations tend to develop.   Though there are too many loci to name, some of the largest and most well-known include sites like the Darkmere of Darkmere Shard, the sacred Isle of Avalon Shard, the Well of Souls in Iram Shard, and many others.

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