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Glossary

Spells Info

Spells can control elements and change the physical nature of objects. Spells can also be chained together to increase, decrease, or modify the effect the first spell has. Each spell has a cost of magic and the greater or more complex the spell or spell chain, the more magic is consumed. Casting too much or at too great a pace can result in magical burnout. This may mean a magical core is permanently depleted or depending on the spell the castor may actually be consumed by the backlash.

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Spells

Eluminen: Produces light. Usually in the form of small magical orbs. The color is dependent on the castor and can vary.

Densitas: Modifies the density of an object. A lighter object can float easier, or be levitated. When increased an object can become much heavier. Useful for stopping water from flowing, or to reinforce a wall that is being attacked.

Maxus: Increases the effect of the spell prior to it.

Endr: Duplicates an object. While some objects may be duplicated other things cannot be. Discovering what is duplicatable is a continuous process of learning. The type of object, its density, or complexity, will

Ventus: Changes the flow of air. Can push, pull, or lift. The direction and force of the spell are controlled by the castor. Often used to help levitate lightened objects, or to provide flight. It can be combined with other spells such as maxus to increase the effect.

Inrita: End or cancel a spell. Some spells are continuous until canceled, other spells a single action and stop when done.

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Renovo novus: A common repair spell. Used to direct an object back to its original state. Size, complexity, and other factors will determine how effective the spell is.

Ignis prohibeo: This spell chain is a common way of taking the action of one spell, ignis, which normally creates fire, and prohibiting it.

Kyro ventus: A spell chain that takes the power of cold and combines it with air. By causing a swirling motion in the air the castor can be cooled down. Very popular in the summer and in desert regions.

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Scrolls

Scrolls are the physical manifestation of a spell. A scroll can be formed from magic by one who is knowledgeable enough to do so. The spell placed on the scroll can be enacted by any user, not just a magic sensitive. The activation consumes the scroll and does not require the use of a magic core. Scrolls can also be chained like spells to change, increase, or limit effects.

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Runes and Runic Use

Runes are engraved symbols that represent different things and can be combined much like spells. Runes need to be charged by a magic core, however, to be functional. After use, they start to lose power and eventually can stop working. Anyone can recharge, or top off an engraved rune's charge.

Runes can also be linked together so that when something happens to one the other rune reflects the change. A common example is a control room in a dike in the lowlands of Illrata. Large stone dikes hold back water from flooding the land. Runes along the stone are tied to a control room and when exposed to water and pressure change the color of the corresponding rune. Anyone in the control room can monitor the entire dike section for water level, strength of the stonework, and other factors.

Runes can also be used to expand the interior of a space, such as a satchel pocket, tent interior, or the inside of a room. Other uses are food preservation, heating, cooling, purification of liquids, lightening or weighing down objects, propulsion, and even light.

Indeed, some of the wealthiest estates in Joonva are kept lit by a variety of colored lights at night, cooled in the heat of the summer, and in the depth of the winter kept as warm as the owners like.

A skilled enchanter will be quite well off with their work with their work highly prized and sought after.

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