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Drakon the Necrolord
Bonus chapter - Lore entry : Magical forces 101

Bonus chapter - Lore entry : Magical forces 101

Magic is well researched. But with each new discovery, only leads to more questions and a lot is still unknown.

There are hundreds of different spells and abilities. All dipping into the 4 elemental forces and the four primal ones. Each spell or ability being a different combination of these forces. Like any other skill, learning new spells and abilities can be done by paths.

The four elemental forces are, earth, fire, wind, and water. The four primal ones are life, death, time, and space.

Below are listed some common spells and abilities and how they might combine.

Fireball: Mostly fire-based magic combined with wind to make it a ranged attack and space to denote it affects an area.

Healing rain: A combination of wind water life and space. Wind and water to make a small storm cloud and rain. Life to give it its healing powers and space to give it an area effect.

Armor of protection: A combination of stone and time. Stone for protection and time for making it last a while.

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These are just a few examples of the thousands of combinations. There is no such thing as opposing forces, but every being has affinities that make it harder or easier to manipulate specific forces. People with a magic-based class often start with high affinities already.

A person with an elementalist class might be great at devising spells composed mostly of the four elements. But might have a harder time making spells that affect large areas or those that last a long period of time, until they are much higher level.

A fire mage who might be great at firing fireballs around, might not get any earth-based protection spells for instance.

A warrior with a high fire affinity might get an ability, later on, to coat his weapon in fire to deal more damage.

The aquatic races usually have higher affinities with water. While dwarfs, gnomes, and other subterranean races often have high affinities for stone.

As with everything the system does there are exceptions to every rule, those same aquatic races might have some individuals that have a high fire affinity for instance. And people can take paths, or train, to get more in tune with certain forces. Affinities can only grow, not diminish. So any being with enough time and practice can technically learn any spell.

As the system does not show what affinities people have a lot is unknown. The only indication some people get is sometimes in the name of a class, like fire mage, for instance, to indicate that they have a higher affinity to a specific force.