Inborn Condition in Kalma | World Anvil
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Inborn

To be an Inborn is to be Royalty, or unlucky.

Magic comes in three forms.
  • Magic found and utilized in crystal form Vollonite (Magic Crystals)
  • Magic abilities a person is born with. Commonly referred to as Inborn or Changed (in some parts of Aguara).
  • Magical locations throughout the world where magic interacts uncontrollably with the region.
  Each Inborn has a single magical ability that manifest spontaneously and without prediction (there is no hereditary magical abilities, however an Inborn is highly likely to give birth to another Inborn). Historically, Inborn's have been Royalty or upper class citizens have been Inborn however in recent years more "random" Inborn have been born, resulting in changes to how the ruing class handles Inborn not born to an upper class family.   Most Inborn find they have better control over their abilities when they use their hands to direct the effect. However, hand gestures are not required. In fact, many great Inborn have been able to control their abilities without even maintaining eye contact. Only force of mind/thought is required. A person casting a desired effect can maintain it for only as long as the individual has strength and energy left to spare (see symptoms)  

Power Levels

Potential (genetic and unchangeable) + Mastery (training and practice) = Power Level
If you were born with Potential 2 but spent your whole life training, you might end up with a power level of 4. Potential is always graded higher than Mastery. Which is why heritage has such high importance in society.
Levels from 1 – 6 available.
6 is reserved for abilities that are so strong they may cause a danger to themselves or others.

Causes

Within the blood of each Inborn is the unique ability to access the magic of this world. This manifests into a single ability by the time they reach puberty - sooner if the blood is strong. The magic pulls on the life force of the user, draining them over time and needing to be replenished with food and rest (see symptoms)

Symptoms

Magic use physically drains a person. If they are tired or underfed they are unlikely to be able to use their magic at all. Over straining, or pulling on physical strength to use magic when there is no more to give, can result in migraines, nosebleeds, and unconsciousness.

Cultural Reception

Inborn abilities in almost all civilized countries, have been restricted to royal families or those related to by blood. Those who are not are dealt with based on the region.
Within the Dukana Empire, non-royal Inborn's are removed from their families as soon as the ability manifests and are sent to The Enclave or the front line of any military conflict the Empire is currently engaged in. It is commonly known that "to be an Inborn is to be Royalty, or unlucky".
In Aguara Kingdom, non-royal Inborn are sent to the capital city where they are trained to be of use to the Royal family. It is considered a great honer and a way for the Royals to concentrate Inborn powers within their circle of influence. However, many rural families have grown distasteful of the Inborn's due to this concentration, creating a religious sect known as the Donassi.
Water Manipulation through either Inborn or Vollonite magic
Water Magic
by Alex Koloskov
Type
Genetic
Origin
Magical
Cycle
Chronic, Congenital
Rarity
Uncommon

The 24 Types of Inborn Abilities

Note: Each individual will have slight variations based on aptitude and strength.

Reality Based

Reality based magic has an effect on the reality of the world, bending it to the users will.
Gravity
  • Less
  • More
Sound
  • Silence
  • Loud
Light
  • Create Shadows
  • Create Light
Time
  • Future (Precognition)
  • Past (Retrocognition)
Movement
  • Of Self (Agility/Speed)
  • Of External (Telekinesis)
Mind
  • Speech (Telepathy)
  • Emotion (Empathy)
Body
  • Healing (Regeneration)
  • Strength
Truth
  • Command or discover the truth from someone
  • Bind someone to their word
 

Elemental Based

Elemental based magic is similar, however only effects the tangible building blocks of the world.
Earth
- control earth; sand, stone, rock, or dirt. Plant life and Metal are not included.
Air
- control the movement of air, which includes generating wind with intense force & lift and carry objects
Water
- Control liquids in shape and form, and generate water by condensing molecules in the air (mist, ice, liquid water)
Fire
- generate fire by exciting the kinetic energy of atoms and control the intensity of it
Lightning/ Electricity
- Control the flow of electricity created externally (ex: lighting), and create it from stores in body (strong shock but not enough to kill)
Wood
- Control growth patterns of plant life.
Animal
- Communicate with animals, birds and even aquatic creatures and (once trust is established) get them to perform tasks on command
Metal
- Control and manipulation of minerals and metals in concentrated forms.

MAGIC ARTICLES

Vollonite
Inborn
Magical Locations

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Cover image: Earthbender
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