Post by sera on Apr 3, 2009 21:45:50 GMT -8
In the world of Kiriail, there are five types of magic, each associated with a different race and a different element. Despite the elemental association, each race can only work one type of magic, though, in the case of the dwarves, it's an anti-type.
The Elves can work elemental magic and are associated with the Plant element.
The Humans can work archaic magic and are associated with the Fire element.
The Centaurs can work nature magic and are associated with the Earth element.
The Dragons can work will magic and are associated with the Metal element.
The Merfolk can work psychic magic and are associated with the Water element.
The Dwarves are magic sinks and are associated with the Air/Void element.
No full-blood of any species can use any of the other magics, though mixes have been known to have the capability of using two types. Hybrids, however, have a tendency to be rather unbalanced, and it's unlikely for a halfer to excel at either system.
There are also two Paths in regards to magic: Light and Dark. Unsurprisingly, Light Path is generally considered the good path, though it's really more the type of magic used, which can be used in either a good or bad fashion. The Dark Path is considered the evil path and is like the Light path in that it's usage is of more import than the magics and spells themselves.
For example, blood magic is Dark Path due to the violence and darkness involved in its practice. A Light mage, however, could use a sacrifice, a Dark Path spell, to save a village from a natural disaster. Most Light Paths, however, completely eschew Dark Path, and vice versa. Many believe there is a taint for using the other Path.
The Elves can work elemental magic and are associated with the Plant element.
The Humans can work archaic magic and are associated with the Fire element.
The Centaurs can work nature magic and are associated with the Earth element.
The Dragons can work will magic and are associated with the Metal element.
The Merfolk can work psychic magic and are associated with the Water element.
The Dwarves are magic sinks and are associated with the Air/Void element.
No full-blood of any species can use any of the other magics, though mixes have been known to have the capability of using two types. Hybrids, however, have a tendency to be rather unbalanced, and it's unlikely for a halfer to excel at either system.
There are also two Paths in regards to magic: Light and Dark. Unsurprisingly, Light Path is generally considered the good path, though it's really more the type of magic used, which can be used in either a good or bad fashion. The Dark Path is considered the evil path and is like the Light path in that it's usage is of more import than the magics and spells themselves.
For example, blood magic is Dark Path due to the violence and darkness involved in its practice. A Light mage, however, could use a sacrifice, a Dark Path spell, to save a village from a natural disaster. Most Light Paths, however, completely eschew Dark Path, and vice versa. Many believe there is a taint for using the other Path.