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Drifters
Types of Magic

Types of Magic

DRAGONS

Dragons are beings made of magic, tied to all four elements. Fire in the belly, four legs for the earth, wings for the air, and long neck and tail for water navigation. They have magic within.

Dragons can and do use their magic on their own but it is exhausting and if done for too long/too often it can kill them and their bondling.

Regardless of how far apart the bondling and dragon, it is a parental bond that calls them together. It is rare for bondlings to be out of reach.

Mostly bond to humans and sprites but cannot bond to goblins or kyrill. The bond enhances a magical gift or gift set but does not pop one into existence.

Flying is not magic.

DRIFTERS

Drifters are permanently bonded to the elementals of their element.

The bond gives Drifters the ability to do Elikre Magic, also called True Magic.

Elikre is a form of magic that has been forgotten and is thought of as evil.

Land healing is a Drifter specific magic, as it is tied to the elementals. It will make the mage weak and tired for a few days but no lasting consequences.

The Earth Drifter is always either a goblin or a human.

The Air Drifter is always a sprite

The Water Drifter is always a kyrill.

The Fire Drifter is always a flit,

The Air and Water Drifters are typically better at healing emotional and physical wounds respectively. They are both also capable of battle spells but they are more for defence than offence.

The Earth and Fire Drifters are typically better out on the battlefield as offence. They can both heal but it takes more out of them.

The Earth Drifter tends to be more balanced on the battlefield than others. They are also better at helping larger groups come together.

The Air Drifter tends to be better suited for handling individual problems or helping individuals.

The Water Drifter tends to be better suited when it comes to making change come for people, as water bends other elements to its will.

The Fire Drifter tends to be better suited to helping people find their way, acting as a guide.

All Drifters are capable of using all four elements, but it is more taxing on them to reach into their opposite (earth and air, fire and water)

Dragons are never chosen as Drifters.

CAELI DACIA

Small magics based on wind and weather.

Sprites can call the wind to them to speed or slow their flight, throw opponents around, and manipulate some forms of weather.

Sprites can call light rains and winds.

Sprites can also tame some storms, although not the largest storms.

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Manipulating the weather too much results in extreme weather patterns.

Using too much magic too often will result in exhaustion and loss of consciousness. In extreme cases, magic can be burnt out, making wings too weak to use.

Burnout means using up all of a sprite’s magic and no longer be able to use magic or fly. This is viewed as a disability.

Some, though few are strong enough to, can summon storms, but it will make them ill afterwards.

Some can make the wind ‘sing’, which spreads a message to certain recipients. This skill typically crops up in warriors.

FLITS

Made of magic.

Literally sentient flames that can reproduce.

Some can heal with their flame but it is extremely rare and can make their flame dim.

KYRILL

Magic-based creatures. Magic had a hand in making them but they are not made of magic.

Can call water currents, sense changes in the water, and heal others.

Sheds fish half in exchange for amphibious legs, used for self defence and moving around.

Using magic/calling can make one ill if done too long or often.

Changing currents too much is dangerous, causing whirlpools and extremely rough waters.

Too long out of water will kill a kyrill.

GOBLINS

Goblins can coax things to grow. (plants and creatures both)

They can also ‘read’ the earth. They can feel how rich the soil is, where there has been damage dealt/battles fought there.

Nothing else.

HUMANS

Humans are Wizards, practicing Magic Arts.

Mix special potions, cleanse, burn herbs, and give verbal spells.

Often used for healing and minor weather manipulation

Can be used in battle but only with major prep and then a collapse after too long.

Most spells take a physical toll on the wizard, taking their strength with the spell. With more complex spells it takes longer and thus takes more of a toll.

Wizards learn from books and teachers.

Can only heal non-lethal wounds.

Cannot cure plague but can treat all the symptoms.

Shield spells can only take typical weapon hits. Magic and enchanted weapons will make the shield shatter.

Enchanting things takes MONTHS

ELIKRE

An old type of magic that is most often used by Drifters.

Any being can learn Elikre, including dragons. It just takes a long time for those not naturally gifted.

Sensing what is wrong, how it is wrong, and how to fix it.

Sensitive to the Mage’s personality, fears, etc.

Cannot make one fly but can let them hover/float a little bit while meditating.

Most spells are done with herbs and seals.

Seals are spells put into a clay and wax canister. They break upon hitting the ground/anything hard enough. This unleashes the spell inside.

Almost alive and can become untouchable if one over uses/uses it wrong.

Difficult and time consuming.

Elikre magic is sensing what is, what needs to be, and how to make it so.

Uses the mage as an energy conduit and the user goes into a meditative state when healing.

In battle, Elikre mages enter a battle trance and use their magic as a weapon, summoning weapons, winds, (rarely) rain, and shields.

Calling storms is extremely difficult and messes local weather patterns.

Spells/meditations can leave the user weak, especially if a large spell is done.

Salves and incense can speed healing spells.

Some wounds like torn wings and poisoned blades take longer to heal because wings are delicate and poison eats at the spells.

Broken bones will still need realigning and setting for the healing and need to stay that way for two weeks after healing.