Quick Summary of the Magic Systems

Vitality Magic

Vitality mages (also known as Vitaemancers) are individuals who were born with the ability to mix their blood with ingredients that have a high concentration of a specific vitatie, as well as micro- and macrominerals.

Using vitatie, the caster can target whoever they want to affect by smelling, looking, and hearing them. The more senses that can detect the target the better, otherwise the magic might accidentally target someone else instead. By using a lot of armor or clothing, a potential victim can block the caster from seeing them.

Microminerals can be used to buff a single target, either by strengthening their resistance to disease or by regulating their blood pressure. As with vitatie, all micro minerals affect the target differently.

Macrominerals are similar to microminerals, but instead of targeting only one individual, they target a group. The size of the group depends on how much blood the caster spends.

Becoming a Vitality Mage

Vitaemancism is a non-hereditary condition that starts showing symptoms around the time a child hits puberty. The condition is rare and only affects humans, only 0.115% of people either suffer or benefit from it. With Hillenism being one of the most influential religions on the continent, life has become difficult for the vitality mages, as Hillenism calls for the eradication of their kind.

Spirit Magic

Spirit mages possess the ability to commune with the spirits of animals, trees, rocks, their own house, and their ancestors. Most of the spirits are always available, but communing with some requires the caster to do a ritual or to wait for a specific day, for example, the ancestors only show up on Rebirth Day.

Besides being able to talk to the spirits, spirit mages can also ask one of them to enter their body for a brief time, giving them some of the spirits powers. If they asked a wise ancestor to enter, they would gain access to many of the ancestor's memories and much of that wisdom will carry over to the mage for as long as the spirit remains within. The spirit of a large resilient boulder or a sturdy tortoise can make the caster more resilient. The longer the spirit stays inside the spirit mage, the more the mage's personality will change. Leaving a spirit in for too long will result in the caster losing all control of their body and mind, essentially giving the spirit a new body, but the body will understand that something is wrong and it will try expelling the spirit. This process takes on average around 1-2 weeks, and once the spirit has been expelled, the mage will die.

Becoming a Spirit Mage

Only Haltjanists can become spirit mages. Their religion is the only one that pays respect to spirits and their strong belief in them allows them the powers to become a spirit mage. Becoming a spirit mage requires the mage to show respect towards all spirits, they must be devout a Haltjanists, and in their heart, they must believe in their power.

Wild Magic

Wild mages can crack open the earth, morph the wildlife of a forest into their loyal servants, twisting them and combining flesh and plant, and they can move water, but only a few are talented enought to perform these feats on their own. Most wild mages are part of a group of mages who use their combined powers to achieve such feats. The more wild mages in a group, the greater the power of their spells. In the militaries of Lethea, a group of ten wild mages is considered a battlemage battery.

Becoming a Wild Mage

Everyone can try becoming a wild mage, but elhen and panedur are naturally more talented at it, which is believed to be a result of their relationship with nature and the earth. The training process is hard and takes years of commitment. Many have given up the task of mastering the craft halfway through the learning phase.


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