Elemental magic in Terraldia stem from manipulating natural forces derived from the world's elemental essence.
Elemental Magic draws its power from the natural world and the energies that exist in the environment. Practitioners of this magic tap into the forces of nature—earth, fire, water, air, and more—manipulating them to create powerful effects. This type of magic is deeply connected to the physical world and requires a strong bond with nature, often making the caster attuned to the environment they work within.
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Primary Elements
Fire Magic
Harnesses heat and flames for offensive spells like fireballs, explosions, and burning barriers.
Requires strong control to avoid accidental destruction.
Water Magic
Manipulates water for healing, defense, and offense, including tidal waves and ice creation.
Can purify toxins and regenerate wounds.
Earth Magic
Focuses on the manipulation of soil, stone, and metals for fortifications, seismic attacks, and weapon crafting.
Often used to create barriers or disrupt enemy formations.
Air Magic
Controls winds and atmospheric pressure for mobility, slicing attacks, or creating powerful storms.
Enhances agility and provides support through gusts or air shields.
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Secondary Elements (Combinations of Primary Elements)
Lightning Magic (Fire + Air)
Generates and manipulates electricity for precise strikes, area shocks, and speed enhancements.
Extremely volatile and difficult to master.
Ice Magic (Water + Air)
Produces freezing temperatures to immobilize foes, create frost barriers, or form weapons.
Balances between offense and crowd control.
Magma Magic (Fire + Earth)
Combines molten lava and volcanic power for devastating eruptions and melting obstacles.
Highly destructive but requires immense endurance.
Wood Magic (Earth + Water)
Manipulates plant life to ensnare enemies, heal allies, or create barriers.
Draws heavily from nature's vitality.
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Tertiary Elements (Rare Advanced Manipulations)
Metal Magic (Refined Earth)
Manipulates metals for weapon creation, armor enhancement, and projectile control.
Commonly used by Dwarves in crafting and combat.
Storm Magic (Air + Water + Lightning)
Creates devastating hurricanes, tsunamis, and thunderous clouds to control large battlefields.
Crystal Magic (Earth + Light)
Grows crystals for defense, healing, and amplifying other spells.
Requires intricate precision and mana control.
Ash Magic (Fire + Air + Earth)
Harnesses burning ash clouds to obscure vision, cause suffocation, or create destructive waves.
Forbidden Elemental Magic
These magics are dangerous due to their corruptive influence, ethical implications, or destructive potential.
Sanguimancy (Blood Magic)
Sanguimancy, or Blood Magic, is a forbidden branch of elemental magic that harnesses the essence of life itself—blood—as a source of power. Practitioners use their own blood or the blood of others to fuel devastating spells, create life-draining curses, or forge blood-born constructs. This magic allows the user to control and manipulate blood, whether within themselves, others, or even across the battlefield.
While immensely potent, Sanguimancy is outlawed due to its sacrificial nature, often requiring the harm or death of others to unleash its full potential. Its practice can corrupt the user, as the pursuit of greater power often leads to moral decay and the embrace of death and suffering. It is feared across Terraldia for its dark reputation and the horrifying legends of its past wielders.
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Arcane magic is a vast and intricate branch of magic centered on manipulating raw magical energy and abstract forces. It requires deep understanding, precise control, and immense willpower. Below is a comprehensive list of its subtypes, with forbidden time and telekinesis-related magic removed, and additional unique sub-magic added.
Arcane Magic comes from within the individual, drawing power from the user's own inner essence, or "mana." Unlike elemental magic, which relies on external forces, arcane magic taps into the practitioner's own life energy or willpower. It allows for a wide range of effects, from manipulating raw magical forces like light and energy to enchanting objects or controlling the flow of time. Arcane magic is versatile and often the foundation of many magical traditions, with spellcasters needing great discipline and understanding of the arcane laws that govern its use.
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Core Subtypes of Arcane Magic
Enchantment Magic
Enchantment Magic is a sub-branch of Arcane Magic focused on imbuing physical objects, creatures, or even environments with magical properties. This type of magic enhances or alters the inherent qualities of items or beings, granting them new abilities or improving existing ones.
Examples of Enchantment Magic:
Speed Enchantment: Increases the velocity of an object or the movement speed of a person, allowing them to move faster than normal.
Strength Enchantment: Temporarily boosts the physical strength of a person or object, making them capable of lifting heavier weights or dealing more damage in combat.
Durability Enchantment: Strengthens the resilience of objects or armor, making them more resistant to damage or wear.
Agility Enchantment: Enhances a person's flexibility, reflexes, and balance, improving their ability to dodge attacks or perform acrobatic feats.
Cloaking Enchantment: Renders an object or individual less visible, blending them into their surroundings or creating an illusion of invisibility.
Flame Enchantment: Imbues weapons or objects with fire, allowing them to deal burning damage or ignite flammable materials.
Elemental Enchantment: Grants an item the ability to harness elemental powers (e.g., infusing a sword with lightning or a shield with ice).
These enchantments can last for a specific duration or be permanent, depending on the complexity of the spell and the item being enchanted.
Aegis Magic
Focuses on enhancing physical and magical defenses of individuals or groups, creating long-lasting protective enchantments.
Rune Magic
Involves inscribing mystical runes that store or trigger spells, serving as traps, wards, or enchantments.
Illusion Magic
Creates false visuals, sounds, or sensations to deceive enemies, obscure the caster, or manipulate surroundings.
Conjuration Magic
Summons objects, creatures, or elemental constructs for utility or combat.
Dimensional Magic
Accesses alternate dimensions or creates small pocket spaces for storage, transportation, or hiding.
Ward Magic
Constructs barriers, protective shields, or nullifying zones to defend against physical or magical threats.
Binding Magic
Restrains living beings or magical entities using ethereal chains or seals.
Energy Conversion Magic
Converts one form of energy (e.g., heat or light) into another to adapt to combat situations or environments.
Spellweaving
Combines multiple spells into a single, intricate incantation with layered effects.
Mystic Analysis Magic
Enhances the caster's perception of magical forces, allowing them to analyze, identify, and counter spells or enchantments.
Mirror Magic
Creates reflective surfaces that deflect spells, confuse enemies, or duplicate objects or environments.
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Advanced Subtypes of Arcane Magic
Shadow Arcane
Manipulates abstract shadows and darkness (not to be confused with dark magic) for concealment, movement, or psychological attacks.
Color Magic
Channels prismatic energy to create light-based spells with diverse effects like dazzling enemies or creating solid light constructs.
Spatial Distortion Magic
Alters space to stretch, compress, or create portals within short distances for tactical advantages.
Sound Magic
Manipulates sound waves to create disorienting noises, amplify commands, or even weaponize sonic energy.
Force Magic
Controls invisible, non-gravitational force to push, pull, or create solid, magical constructs.
Arcane Alchemy
A hybrid of arcane and traditional alchemy, enabling the transmutation of matter using mana-infused formulas.
Mirror Realm Magic
Accesses an alternate, reflective version of reality, where the caster can move unseen or trap opponents.
Glyph Magic
A more intricate form of rune magic, using complex geometric patterns for prolonged magical effects or advanced traps.
Arcane Scribing
Embeds spells into texts, allowing pre-recorded spells to activate when read or triggered.
Arcane Puppetry
Controls non-living constructs, like golems or enchanted objects, for combat or utility purposes.
Forbidden Subtypes of Arcane Magic
Time Magic (Chronomancy)
Time magic is the forbidden manipulation of the temporal flow, allowing users to alter or control aspects of time. It includes stopping, slowing, or accelerating time, glimpsing into the past or future divination, and creating temporal loops or anomalies. While immensely powerful, it is considered taboo due to its catastrophic potential to disrupt reality, rewrite history, or create paradoxes that threaten the balance of existence. Only fragments of its knowledge remain in lost tomes or the possession of the most dangerous individuals, making its study and practice outlawed across Terraldia.
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Divine Magic is a powerful and sacred form of magic derived from the blessings of gods, celestial beings, or other divine sources. It is often associated with healing, protection, and enhancing the spiritual well-being of individuals or communities. Divine magic is typically used for benevolent purposes, aligning with the principles of light, order, and harmony. Unlike other forms of magic, divine magic draws its energy directly from higher planes, such as the gods or cosmic forces.
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Healing Magic
Restores physical injuries, mends wounds, and cures illnesses or afflictions. Advanced practitioners can heal critical injuries and regenerate damaged tissues.
Purification Magic
Cleanses curses, toxins, and corruptions from individuals or environments. It is often used to counteract dark magic and restore purity to tainted areas.
Protection Magic
Creates barriers, shields, or wards to defend against physical and magical attacks. Often used to safeguard individuals or places from harm.
Blessing Magic
Bestows temporary enhancements, such as increased strength, agility, or resistance. Blessings can also improve the efficacy of weapons and armor for a limited time.
Light Magic
Generates holy light to harm undead, demons, and dark creatures. It can also illuminate areas and dispel magical darkness.
Absolution Magic
Removes negative effects such as fear, despair, or magical debilitation from allies. It uplifts the mind and spirit, restoring focus and morale.
Sanctification Magic
Consecrates objects, places, or individuals with divine power. Sanctified areas repel dark forces, and sanctified items carry holy properties.
Restorative Magic
Rejuvenates natural ecosystems, revitalizes barren lands, or repairs environmental damage caused by dark forces or war.
Sacred Flame Magic
Summons holy fire to purify areas, banish undead, or incinerate those touched by corruption. Its destructive nature requires great care and precision.
Forbidden Divine Magic:
Soul Magic
A forbidden branch of divine magic that manipulates the mind and soul. Practitioners can read thoughts, access memories, and influence emotions, as well as control or sever the soul from the body. This magic is considered highly taboo due to its invasive nature and the potential to strip individuals of their autonomy and identity. The ethical and spiritual implications of wielding this power have led to its strict prohibition.
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Dark Magic is a corrupt and malevolent form of magic that draws on the forces of death, demons, and the void. It thrives on destruction, manipulation, and corruption, often requiring dark sacrifices or pacts with demonic entities to amplify its power. Dark magic practitioners use it to summon horrors, corrupt living things, and even control the dead. It is a dangerous and forbidden magic, one that twists its users over time, often leading them down a path of madness and evil. The more potent the spell, the greater the cost in lives and soul, making dark magic a feared and reviled force in Terraldia.
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Necromancy
The manipulation of life and death, enabling the caster to raise the dead, summon spirits, and manipulate the essence of the deceased. Practitioners can also drain life force from living beings to empower themselves or their magic.
Corruption Magic
Dark magic that twists and corrupts the living world, turning healthy plants, animals, and environments into decayed, twisted versions of themselves. It can also spread harmful diseases and toxins that affect creatures and the land.
Decay Magic
The ability to accelerate the natural process of decay in both organic and inorganic materials. Decay magic can deteriorate structures, weaken enemies, and break down objects over time.
Wraithcraft
The manipulation and control of spirits, particularly restless or angry souls. Wraithcraft allows the user to summon wraiths or shades to do their bidding, or even bind spirits to objects to act as guardians or sources of power.
Fleshcraft
A dark art that involves the manipulation and alteration of the flesh, either of oneself or others. This can involve enhancing physical abilities, creating monstrous creatures, or healing through forbidden means by altering the structure of the body.
Ritual Sacrifice
The practice of offering living beings—either animals or sentient creatures—as sacrifices to fuel dark magic. Ritual sacrifices are used to power curses, summon demons, or cast destructive spells, often involving blood magic or life force.
Siphon Magic
The ability to drain life force, mana, or magical energy from others to fuel the caster's own spells or vitality. Siphon Magic can be used to weaken foes and strengthen the caster by absorbing their essence.
