Ambient Magic in Zaikiri | World Anvil
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Ambient Magic

"Magic is a force that weighs heavily on Zaikiri. Even when there is little of it somewhere, it still has an effect on things. Magic found in the air can be just as deadly as a skilled mage in battle. Though even that mage would be running for safety if they sensed a storm coming..."

Magic comes in many forms, from what is wielded by the inhabitants of the world to the ambient magic found in the air. Capable of both small feats as well as larger ones. Even weakened during the Fall, it remained a powerful force to deal with.

Magic Levels and Effects

In most cases, the magical aura of an area isn't enough to have a real noticeable effect on an area. Though in areas where the magic levels are at an extreme, any number of things may be affected. Different Magic Types also have their own hazards and effects.

High magic levels

Concentrated auras of magic can do a number of things to an area. Both permanently and temporarily depending on how long it lasts and potent it is. Most cases it simply has an effect on the flora and fauna, enhancing or twisting already existing magic if it lingers for enough generations. Extremely concentrated areas have more rapid effects on an area, as well as more visible ones. Such as alterations in light shining through, or causing things to sound different in some way.
While the sensory effects may not necessarily be dangerous, the effects on the magic already in something can be deadly. Potentially causing permanent alterations to natural mana reserves in something, growing, twisting, and/or splitting them in unpleasant ways. Such alterations tend to result in Mana Sickness, a highly unpleasant and ultimately fatal condition.

Low magic levels

Low magic has little visual effect on an environment. Unless there were previously high levels of magic, or it has been reduced to almost nothing. Anything with a reserve of magic stored within that ends up in a lower magic area will be drained. Usually the drain is slow, with more extreme cases being more noticeable. It is generally ill-advised for a living thing that is more dependent on magic to fall asleep in such an area, as they may not wake up again.

Wryth Wells

Wryth Wells surge from deep in the world, acting as anchors for Ley-Lines and Auras. Once near the surface they're diluted, but even weaker creatures of magic can sense magic moving within a well.

Ley-Lines

Zaikiri's ley-lines are 'paths' or 'currents' of slightly higher or lower levels of magic. Snaking between the Wryth Wells they're anchored to, some lines actually move, rarely even switching which they're anchored to. Though they span much of the world and it's connected planes, the majority are too faint to be noticed by all but the most magically sensitive creatures. Some spells, rituals, and enchantments are also capable of picking up on the slight change in magic that marks a ley-line. A few different types and their interactions with auras have been discovered despite the difficulty in finding them.

Surface Ley-Lines

Easy to tap into, but also weak and the most likely to move between anchorings.

Subterranean Ley-Lines

Also called Core Ley-Lines, Subterranean Ley-Lines are found deep underground, difficult to tap into but coursing with power. Unlike Surface Ley-Lines, Subterranean Ley-Lines rarely move if they move at all. They are usually a more raw form of magic than Auras or Surface Ley-Lines.

Auras

Ambient magic is largely spread evenly across Zaikiri. Though stronger and weaker areas exist, usually called 'auras'. The number of these generally stays the same. Though sometimes an exceptionally concentrated (or diluted) aura forms and causes havoc on an area.

Anchored Auras

Anchored Auras are pockets where the magic levels vary from their surroundings, but they move very little from a central point, if at all. Though their size and strength can still change, it is more stable than a wandering aura or a surge. A suitably powerful or skilled mage can actually adjust the shape of one of these stationary auras. Though such a process can take a long time, and is typically only done by someone with great patience (or on a tiny aura).

Wandering Auras

Wandering Auras are less stable than anchored ones. They have a range of sizes that is, on average, larger than the more stable Anchored Auras. Changes in magic levels can also be greater, though not extreme like what is found in a surge. Exactly how much they wander varies from aura to aura, some travel along ley-lines or simply move within a large area.

Aura and Null Surges

Also known as Aura or Magic storms. These generally come in two forms: Magical overload, and the rarer magical deadzone. Getting caught in either one of these is generally deadly, depending on how much magic someone has in them, and the magic within the surge.
An overload may twist the magic of those caught within, if they're lucky the storm will kill them then and there. If they aren't, they'll be suffering from mana sickness and wishing it had. Rare is it that something escapes unscathed by a surge of this form.
A Null Surge takes the form of a deadzone and is rarer, though no less destructive. The magic levels within are low enough that it is a vacuum, rapidly absorbing magic from the area it covers. Stripping any creatures caught within of their magic, leaving most things dead, if not permanently weakened and unconscious.
Wryth-Bound creatures have a strong tie to magic, and are highly resistant to the effects of high magic extremes. In very rare cases they may be immune. Though this also means they are significantly weaker to extremely low levels of magic. Including their natural reserves being low, completely being drained of magic is guaranteed to be fatal to a Wryth-Bound. And even being mostly drained is hazardous for them.

Wryth-Touched creatures have a moderate tie to magic and are among the most common. They are only mildly resistant to magical extremes. Though they're better off in low magic than a Wryth-Bound, as being drained won't kill most of these species. It remains unpleasant and still leaves them unconscious until they recover some mana.

Other creatures have little to no magic, and are capable of ignoring when there's little to no magic in an area. Though high magic can have severe effects on them. Often suffering from having absorbed too much magic that they don't know how to expel safely.

Wryth-Bound Species:
Fae
Rijern
Kiverdeth
Ziin
Construct
Golem
Wryth-Touched Species:
Fill in later with dragons and other species that need to be made still
Magicless:
Rename and fill in later with new species.

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Cover image: by Foxyowlet

Comments

Author's Notes

Still missing bits but a lot of the stuff about magic currently has been added all in one spot wooooo!
Bit of a sleepy brain info dump though oops


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