so, there are different types of magic associated with the spring/summer and autumn/winter courts, but i was wondering what kinds of magic would be associated with each court. for example: fire-based magic. fire season lasts from may-november, so i sort of associate it with both summer and autumn. do the broader categories of magic like elemental magic have overlap with both courts? or does it depend on the magics present in that specific area of court territory? i.e. nobody's gonna do water or ice magic in a desert
In the Courts you can do all types of magic, but some magics are weaker in certain Courts and specialties in others.
Types of Magic:
Some of the different abilities that are commonly seen throughout the Courts. Corporeal magic is the most common amongst fae, Mystic magic is uncommon, and Cardinal magic is quite rare.
What do you think is the most underrated mage specialization?
Binder for sure! Part of that is simply the context of the game: Binders may not get as much of a chance to shine in the context of a combat-heavy or investigative-orientated Shepherd role, but Binders are literally the bedrock and foundation of Mage society, before and after the Castigation! The spells that preserve books against age and rot, keep food storage cold or hot, lock doors, create explosives, make potions and brews, craft magical artifacts like amulets or weapons or clothes that turn away arrows or keep the user water-proof, ward buildings, trap spirits and renegade energies, scan for or plant listening devices, and much more all fall under Binding magic. Basically any magical item or long-lasting passive spell has its roots in Binding magic. It's by far the most versatile and wide-ranging type of magic and probably one of the most fundamental to be certified a "working Mage"!
This week I'm rambling out the magic types of the Mist Worlds so yeahhh
Not every world has a native magic, but if people settle there they bring their magic with them? It's kinda related to bloodline/original world shenanigans but like with Asin and Merrok, different magic types can crop up in the same family
People from magic families who don't themselves have magic (like Briony) tend to be called Neutrals
Feral Mage
animal companions!
heightened senses/share thoughts etc
can bond into one body if well enough in tune, which - if done well - affords some... extra generally elemental power (see; Jasper, Llinos)
- exceptions exist where it gets a little funky (see; Kaua, Willow)
- "legacy" ferals are when a family bond exclusively with one type of creature (see; Llinos/Tamhas/Tadhg's family of foxes) and the magic flows stronger, which affords some Stronger Elementalism once bonded (see; Llinos)
if it's not done well, become something known as Demon Souled where they're at war with themselves and highly antagonistic. Can be calmed but takes practice/control. volatile elemental magic (see; Skilkran, almost-maybe Jasper)
Green Witch
destruction all the way my guys
probably needs a different way
comes with a hefty allergy to getting wet (see; Lisetta)
Arch Mage
horrifically OP - these are the ones that sealed the dragons and stabilised the gates - and proud of it (see; Skir Aracel)
using their magic comes at the cost of their sanity. Bigger spells take more
useful for lifting curses, battle magic
Glyph/Runic Mage
known as glyph on their home world and runic on the world they've otherwise populated
carved/painted into items that can then be activated by anyone
easy to fuck up and change the meaning by like a brush stroke (see; Kriemhild)
can be used to mimicked other types of magic (see; Rhiannon)
one use only
Versatile
intention based - includes shapeshifters until that magic is stolen from them and becomes its own subset (see; Harne)
the first mages were a dancer's guild so every spell is linked to movement (see; Kai, Kiya, Sarin, Elfionn)
lots of little subtypes! Merlie is a spy so has don't-notice and eavesdrop as her main skills
after the Alisier eats magic and Kaithr releases it, all the little subtypes become their own branches and no one can dip in and out of them
Sea Witch
one of the magics not really open to humans on accounts of it not being one of their worlds
(specialised Weather Witches can get here but Oof)
it's the mermaid to naga pipeline (mermaids being the young and more fresh water based, some interaction with land people. Once they reach a certain age, the Changes happen and they become naga, which are exclusively salt water but can come up on land for stretches of time)
Charm Witch
sort of like glyph mages in that it's carved/worked into things and can be used by anyone
more of a ritual aspect in how it's cast on the item, involving pulling the aspect from something else to place in it (see; Tamar pulling heat from candles to make her rings/scarf warm at a breath)
recharges slowly
from one of the destroyed worlds
Techno Mage
siphon off electricity from anything with a current/energy (see; Asin), Fuck Around And Find Out with tech (see; Seth)
accidentally created time travel? not harnessed until the Far Future (and yet Saturday and Siofra are here anyway)
most at home on high-tech world, but can operate anywhere. One of the few people to be able to transport their tech from world to world without it breaking down
Visualisation
Illusionists!
power depends on how believable they make their image - the more people believe it's real, the more likely it is to affect the world around it (see; Razar)
from one of the destroyed worlds
Transference
not initially Open For Humans, but gradually gifted out in Times of Great Need
can split/share power by halfing and halfing and halfing again, either self (see; Talisha) or items (see; Lucy) and use their attributes
can be gifted to people even if they're not of this world (see; Basil)
Peace Broker
Another non-human magic! (see; Akeri)
make pacts/agreements with spirits and the like. useful for combatting Erinty (see; The Tricksters)
mostly pacts for temporary power, "I'll borrow this for this" kinda bargains, but can be permanently binding depending on the wording 'n' such. A little light necromancy is possible (see; Taerne)
Sorceror/Warlock
used interchangeably but more like DnD Warlocks than sorcerors oops
made a pact with one of the elder gods at the centre of the worlds, which affects what kind of spells they can cast
get a pact animal/conduit to access their god to beg for power
Weather Witch
elemental shenanigans!
Very clanny
rare that a person has more than one... type? but has been known to happen (see; Ris, who is an OP example and the impetus for the SHTwins set of stories)
useful in groups for... well, controlling the weather. You want good sunshine and warmth for an outdoor event? talk to your local weather witch clan
Soul Mage
does in fact have a whole ramble on it somewhere (over here) but paraphrasing here
healing/interrogation/biometric locks are its main applications
can be sunk into gems for access later so the creator doesn't have to use up their own life to power it (unless they're the one using it, at which point they just. feel slightly ill? possibly faint depending on how much they're using/how used to it they are)
can also be used for mind control! we got puppet people! Noticeably does not work on fully bonded ferals. Please don't. This is how you end up with an angry lynx that has access to fire.
Though these may be the different groups and categories, they are considered “the law but not the rule,” as there are quite a few who don’t fit in any category, or at least any singular category. This is simply how things are organized, and it is a societal expectation to fit into one group. However, these are not the rules of nature, simply rules created by mortals.
They have different definitions than they originally had, simply because I want to differentiate them from each other and also give them specific abilities that can each be helpful in their own ways. I will make individual posts for each type and how it is different from the others, as well as how they fit into their world. And maybe some other stuff about them??? Anyways:
Wizards
Witches
Sorcerers
Enchanters/Enchantresses
Warlocks
Prophets (yes, not really considered magic users on Earth, but in Kalvakira, they are)
All sorcerers have at least one ability from each domain, but they tend to have more or stronger abilities on one side of the domain. The four domains are as followed:
• ENERGY • Sorcerers can typically either develop weapons out of pure energy or bend energy to their will. These abilities are often very powerful. They tend to be created with 100% of the sorcerer’s core magic.
Sorcerers with these abilities are respectively called “Developers” and “Casters”. Some sorcerers can do developer and caster magic, but it is not very common.
• MIND • This domain deals with mind reading and mind control abilities. This is respectively called “Reader” or “Controller” magic. However, these abilities tend to be very limited. The most common abilities in this domain are emotion reading and emotion influencing. Extensive thought reading and mind control abilities are very rare.
Reader and controller magic is often only created with about 5-10% of the sorcerer’s core magic.
• BODY • This domain deals with healing abilities and other enhanced capabilities (e.g. enhanced senses, super speed, super strength, etc.) This is respectively called "Healer" or "Acer" magic. These abilities are often created with anywhere from 10-50% of a sorcerer’s core magic.
• ENVIRONMENT • These abilities can range anywhere from simple gravity manipulation of natural elements to much more involved manipulation of physics (e.g. time travel, teleportation, materialization, etc.) This is respectively called “Realist” or “Dreamer” magic. These abilities are often created with anywhere from 10-50% of a sorcerer's core magic.
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Note: Magic system inspired by Meyers–Briggs personality types (...but not ironically. i mean, magic types!! ability combinations!!!)