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TOPIC | Arcanaeum - WIP
Currently in the process of being edited for mistakes.
Currently editing: Classifications

~~~~~~

~A thick, gnarled desk sits in an area of light in an otherwise dark room. The edges of shelves and halls can be seen at the limits of the luminance. Wobbling orbs of wispy light hover above the plane. On the desk lays several dense volumes with varying symbols and signs imprinted or embossed upon them. A few seem to pulse of their own volition. A whisper emanates from another. A dull glow radiates from the pages of yet another. The books almost seem to beg to be opened.~

~~~

The Rest of my clan Lore can be found here.

~~~
Arcanaeum:

Introduction:

Magic is an infinitely complex web of ideas and of sights and sounds. Here be detailed the intricacies of the elements, how they work, and what effects they have on dragons and other organisms imbued with it. Also detailed, the Two Orders of Magic, Auric and Soul, as well as the different classifications of magic.
Currently in the process of being edited for mistakes.
Currently editing: Classifications

~~~~~~

~A thick, gnarled desk sits in an area of light in an otherwise dark room. The edges of shelves and halls can be seen at the limits of the luminance. Wobbling orbs of wispy light hover above the plane. On the desk lays several dense volumes with varying symbols and signs imprinted or embossed upon them. A few seem to pulse of their own volition. A whisper emanates from another. A dull glow radiates from the pages of yet another. The books almost seem to beg to be opened.~

~~~

The Rest of my clan Lore can be found here.

~~~
Arcanaeum:

Introduction:

Magic is an infinitely complex web of ideas and of sights and sounds. Here be detailed the intricacies of the elements, how they work, and what effects they have on dragons and other organisms imbued with it. Also detailed, the Two Orders of Magic, Auric and Soul, as well as the different classifications of magic.
dbpwq3g-7e9d6c9e-85a8-4b9c-bcbd-2d891aef0130.png
Nature:

The nature of magic is an enigma to most, but to the astute observer or to the advanced mage, magic is simple. It is energy and it is the lifeblood of Sornieth. Without magic, Sornieth would be unrecognizable. Magic is a force of nature as much as the wind or gravity is, and it is crucial for almost everything. All dragons have had magic in their lives at some point, and those who have had it stripped away know how terrible it can be to not have it.

The nature of dragons is also important. For unknown reasons, the personality of a dragon affects the magic they wield. It is believed that the chemistry of the brain affects magic in some way, but this is unproven. Depending on the personality of the dragon, some magicks can be used more easily than others, and certain elements focused and utilized. This is thought to be the reason behind mage stereotypes such as “Kind Healers,” “Grim Necromancers,” and “Impatient Destructionists.” This also accounts for the occurrence of dragons that can use two or more magical elements with relative ease compared to others, even if these elements contradict the dragon’s own born element.

The soul of a dragon, a beast, or a blade of grass is a concentration of magic located within and throughout the organism or object. This concentration occurs when the cellular structure becomes complex enough to produce such quantities of magic. This is why a blade of grass has little magic while a dragon may have a lot. The element of the magic depends on the proximity to the nearest source of great magical power, namely the deities, which aligns the magic within the first cells of one's body to exude one variety of magic more efficiently than the others, building a greater concentration of that magic.

Upon ingestion of magically infused food, such as almost all food in Sornieth, magical energy is introduced into the body. The cells, after utilizing the energy from the food, exude the magic held within them. This magic causes an increase in the amount within the body. The excess of magic is condensed into the soul. The exuded magic will radiate from the body in an aura that is visible only to the magically acute. With proper training, one can manipulate the body to contain denser and denser levels of magic and for the cells to release magic with less loss so as to recover quickly.

Through possibly unknowable means, an organism is capable of shaping and manipulating bodily magic as well. Many dragons and other organisms that are capable of using magic utilize several methods for this purpose. First and foremost, one must be focused and know the desired outcome of the magic. Certain effects are more difficult to perform with certain varieties of magic due to their nature, however.

Magic is volatile and dangerous. It can and will destroy an unprepared user. If the mage cannot contain their magic, there are several detrimental effects. If the user is simply unable to contain all the energy their body emits, then their aura can inflate, an easily locatable problem that can be targeted magically. Novice mages have this issue often and quickly learn through training to control their abilities. Occasionally, the user produces too much magic at a steady pace and cannot control it through training. These mages are often incredibly powerful due to their large amount of magic, though they tire easily. If one cannot control the flow of magic they have, their magical power can be erratic.

Another situation that can occur among mages, especially when summoning or magical contracts are involved, is Arcane Decompression and very rarely, implosion. Decompression occurs when a mage is containing far too much magic than what is normally feasible. The body burns out under the strain and the magic decompresses violently in all directions. Normally this occurs in the form of whatever element the caster is. This usually only occurs at extreme magical densities, so the caster often explodes.

In the case of an implosion, the soul is crushed under the caster's will to keep it from decompressing. This destroys the soul of the caster as well as forming a magical void. This causes a rupture in space. Normally, this abyss does not puncture into another realm but rather into the Veil. Once the rupture naturally mends in a few weeks time, it is gone. On a larger scale, an implosion can irreversibly damage the Veil and can wreak havoc for decades or centuries.

Nature:

The nature of magic is an enigma to most, but to the astute observer or to the advanced mage, magic is simple. It is energy and it is the lifeblood of Sornieth. Without magic, Sornieth would be unrecognizable. Magic is a force of nature as much as the wind or gravity is, and it is crucial for almost everything. All dragons have had magic in their lives at some point, and those who have had it stripped away know how terrible it can be to not have it.

The nature of dragons is also important. For unknown reasons, the personality of a dragon affects the magic they wield. It is believed that the chemistry of the brain affects magic in some way, but this is unproven. Depending on the personality of the dragon, some magicks can be used more easily than others, and certain elements focused and utilized. This is thought to be the reason behind mage stereotypes such as “Kind Healers,” “Grim Necromancers,” and “Impatient Destructionists.” This also accounts for the occurrence of dragons that can use two or more magical elements with relative ease compared to others, even if these elements contradict the dragon’s own born element.

The soul of a dragon, a beast, or a blade of grass is a concentration of magic located within and throughout the organism or object. This concentration occurs when the cellular structure becomes complex enough to produce such quantities of magic. This is why a blade of grass has little magic while a dragon may have a lot. The element of the magic depends on the proximity to the nearest source of great magical power, namely the deities, which aligns the magic within the first cells of one's body to exude one variety of magic more efficiently than the others, building a greater concentration of that magic.

Upon ingestion of magically infused food, such as almost all food in Sornieth, magical energy is introduced into the body. The cells, after utilizing the energy from the food, exude the magic held within them. This magic causes an increase in the amount within the body. The excess of magic is condensed into the soul. The exuded magic will radiate from the body in an aura that is visible only to the magically acute. With proper training, one can manipulate the body to contain denser and denser levels of magic and for the cells to release magic with less loss so as to recover quickly.

Through possibly unknowable means, an organism is capable of shaping and manipulating bodily magic as well. Many dragons and other organisms that are capable of using magic utilize several methods for this purpose. First and foremost, one must be focused and know the desired outcome of the magic. Certain effects are more difficult to perform with certain varieties of magic due to their nature, however.

Magic is volatile and dangerous. It can and will destroy an unprepared user. If the mage cannot contain their magic, there are several detrimental effects. If the user is simply unable to contain all the energy their body emits, then their aura can inflate, an easily locatable problem that can be targeted magically. Novice mages have this issue often and quickly learn through training to control their abilities. Occasionally, the user produces too much magic at a steady pace and cannot control it through training. These mages are often incredibly powerful due to their large amount of magic, though they tire easily. If one cannot control the flow of magic they have, their magical power can be erratic.

Another situation that can occur among mages, especially when summoning or magical contracts are involved, is Arcane Decompression and very rarely, implosion. Decompression occurs when a mage is containing far too much magic than what is normally feasible. The body burns out under the strain and the magic decompresses violently in all directions. Normally this occurs in the form of whatever element the caster is. This usually only occurs at extreme magical densities, so the caster often explodes.

In the case of an implosion, the soul is crushed under the caster's will to keep it from decompressing. This destroys the soul of the caster as well as forming a magical void. This causes a rupture in space. Normally, this abyss does not puncture into another realm but rather into the Veil. Once the rupture naturally mends in a few weeks time, it is gone. On a larger scale, an implosion can irreversibly damage the Veil and can wreak havoc for decades or centuries.

dbpwq3g-7e9d6c9e-85a8-4b9c-bcbd-2d891aef0130.png
Orders:

Auric:

Auric magic is known as the magic of the body. It is the most easily accessible type of magic available to a mage, but it is usually only used as a last resort due to the detrimental effects its use can have on the body, and the time needed to recover from its use.
Auric magic is the magic exuded from the body's cells in the process of respiration and through this release, radiates as a field around the body. All naturally occurring forms of life known on Sornieth have this halo but, for the most part, only complex lifeforms with many billions or trillions of cells expel enough magic for the aura to be noticeable. Advanced mages and sages can detect, manipulate, and interact with the aura of simpler or smaller organisms with enough practice, however. Auric magic practitioners are less likely to be able to view the aura of others than soul magic users as well.
This aura appears differently depending on the subject but often takes a similar appearance to that of the user's personality. This is one reason mages are usually capable of determining one's motives and trustworthiness with little contact. With enough skill, a mage can alter the appearance of his aura to fool other mages or to cloak themselves from observation. This happens most often in cases of espionage, or in an attempt to counteract an aura with strange characteristics—such as those that attract monsters or stray spirits, or those that poison or irradiate nearby organisms. Commonly, family lines have similar auras that have similar effects, and over time, these effects can become increasingly powerful.

Auric magic is generally released at a steady rate and coincides with the basal metabolic rate of the body it is produced by. The higher the rate, the more aura there is to use. A mage can also decrease the size of his aura willingly to store the magic within their soul instead of letting it be released into the air. This can be harmful over time if one is not also versed in soul magic.

Auric magic is found more commonly among warriors than casters due to the boons it can place upon the body. As long as a warrior eats, their auric magic will provide several bonuses including pain suppression, increased strength and speed, sharper senses, and an increased rate of healing. Advanced Auric users have also been shown to harden their skin and scales to a level not unlike metal. Auric users can also focus their aura on a single spot on their body to perform spell work. Auric magic is not persistent, however, and cannot travel far from the body, meaning that without a means to trap the magic within an object through a means such as enchanting, Auric magic is strictly for close combat. Enchanted arrows are occasionally imbued with auric magic for ranged combat. Complex Spellcraft is usually not feasible with auric magic but it is not impossible.

Auric magic can be dangerous though. If the body is containing too much Auric magic, it may decompress or implode. The body is more likely to explode though. The sheer pain caused by the containment can kill in its own right, however. That is the reason the body treats magic as a by-product in the first place. If the magic is too concentrated, it may start to damage the cells of the body.

Focusing Auric magic and using it can be just as dangerous as containing it, however. Depending on the magic used, burns, scars, or discoloration is common among Auric warriors. Especially at the tip of the tail, on the claws, or around the mouth. The focused magic can damage the body at the site of usage and extended usage may hinder the limb or area to the point of uselessness. When the body is containing too much Auric magic, spells can be blown out of proportion and end up removing limbs or destroying the user.

Attempting to use Auric magic while exhausted can cause the body to start devouring itself to provide the energy needed. This can lead to death if one is not careful. Heavily muscled or fattened dragons are at less of a risk because the muscle and fat reserves will be used before the bones or organs. More often than not though, the magic will simply not work at which point, the body is rendered defenseless. Also common among users of Auric magic is Hyperthermia caused by the extensive heat produced by the cells in releasing energy for use. Certain breeds of dragons and elemental allegiances can mitigate this risk, however.



Soul:

Soul Magic is considered the magic of the mind. It is more difficult to use than Auric magic but is usually less taxing on the body to use. It usually takes priority because of the sheer amount that a mage is capable of containing compared to Auric magic. However, usage of Soul magic can have damaging effects on both the body and soul simultaneously.

Soul magic is the concentration of magic within the body and is a collection of magic exuded by the Cells and magic that is attracted by the soul itself. The soul will only attract magic of its own alignment and will repel the others but does not interact with Neutral magic though. Soul magic does make up a portion of the aura but is far outnumbered by the Auric magic. Users of soul magic are capable of viewing the Halo produced by living things, unlike Auric users. Most of the most powerful mages in history have been Soul Magic users and the strongest have been masters of Both Auric and Soul magic.

Soul Magic regains over time regardless of how much food is ingested by the subject. It does, however, recover faster when satiated with nutrients and energy. Soul magic users can go extended periods of time without food, water, or rest too but when the body becomes magically exhausted, it will start to fail. The higher the concentration of magic in the environment, the faster Soul Magic will replenish passively. Alternatively, a mage can coax the magic from the environment or, if properly skilled or sufficiently powerful, the mage can rip the magic from other living creatures or magical constructs. The more tightly bound the magic is, such as in Spellcraft or inside another dragon, the less magic the thief will receive and slower if at all.

Soul magic is far more common among mages but is sometimes used by warriors to a small degree. Soul magic is preferable at long range due to the time it takes to cast compared to Auric magic. Soul magic, for the most part, is more versatile than Auric magic but tends to take a long time to regain after extended use. Soul magic is also more unstable and volatile than Auric magic as well. It requires more focus to perform spellwork. Complex Spellcraft is common with Soul magic.

Soul magic can be and is more dangerous to use than Auric magic for the most part. If the body contains too much Soul Magic, the body can certainly explode violently. Due to the fact that far more Soul Magic can be inside the body than Auric Magic in general, a Soul Magic Decompression can be far more destructive. Implosions are also more common but the build-up of magic takes longer to take effect than with Auric magic.

The usage of Soul magic usually takes a focus of some sort such as a limb, through the mouth, or through an item such as a staff. If the current of magic is too high, physical damage can occur. This is especially more common when performing magic of a different element than one's own. A mage is usually resistant to the effects of their own element which reduces the risk of injury but an enemy mage can take advantage of that.

Using too much Soul magic too quickly can have detrimental effects on the stability of the soul itself. If the soul is exhausted of magic, it can collapse and disappear. This can be deadly and is usually quite traumatizing. The soul is also destroyed in the case of either decompression or Implosion. Through extended exposure to a Magical Void, an area of low magical density, can also have unusual effects on the soul. These areas also make spells and mages weaker.


Loss of the Soul:

In the case of Total collapse or removal of the Soul, the body can go into neural shock and die. In the case that death is not immediate, the damage attained that preceded the removal or collapse of the soul may lead to death. In the case that death does not occur soon after the loss of the soul, severe mental trauma may lead to suicide. Should neither injury nor suicide cause death, the soulless being may become what is called a Hollow. A hollow is a soulless dragon or creature. They are not unlike the shade in the way they affect the environment.

Hollow - Soul Loss:

In the case of a dragon or otherwise's soul imploding or being removed without death from the trauma or spatial distortions, an organism becomes a Hollow. With the trauma of the soul loss along with the loss of the soul's amplifying effect on the emotions of dragons, Hollows are incredibly numb to emotion and lose their ability to empathize. This is not always the case but is the most common occurrence. Many of the Soulless become incredibly violent or sadistic. Many also become masochistic. A lack of inhibition and morality is very common amongst hollows. About 90% of all full hollows turn feral after a short time.

Hollow - Full Loss:

A Hollow who has lost their soul in this way become a Magical Void. Their bodies become a sink that magic falls into as they move through the environment. After large amounts of magic have been absorbed, the soul may reignite. Though, during this time of magical absorption, the magic held within the body is extremely hard to retrieve. If used at all, the reignition is delayed. Of course, the soul may never reform at all which is far more likely.

In the case of the soul being removed, a void is not formed. It is rarer for the soul to be remade in this case due to there being nowhere for the magic to localize. The body loses its elemental alignment as well and will find it incredibly difficult to use any magic. Auric magic is more easily used by either form of Hollow as they lack a soul. Soul removal is common in the practice of necromancy and searches for immortality and enchanting. Soul bound weaponry is powerful but can become evil very easily and given enough rage is present, the weapon can turn on its user.
Hollow - Feral:

Feral Hollows are Hollows that after losing their soul have lost their ability to reason. These Hollows are far more common than those that remain conscious. Feral Hollows congregate in areas of high magical energy instinctively and will seek out and devour sources of magic if possible. Feral Hollows are believed by many to be fragments of the shade and share many of its traits though it is unproven. Because of their migration towards areas of high levels of magic, the number of them increases the closer one gets to the deities, but they are also more docile. The farther away, the fewer and the more voracious they get. Very, very rarely, they can regain their sanity though most kill themselves immediately from the pain and grief.

Midhollow - Partial Loss:

In the case of partial loss of the soul either through removal or damage, several effects can present themselves. In the case of partial removal, the soul can eventually be repaired but any psychological or physiological damage has already been done. In the case of a distortion or damage to the soul, the subject becomes Apathetic or numb to emotion. They will likely be slightly less ethical than before and will most likely be in incredible pain. Dragons with a damaged soul will find it difficult to empathize but not impossible.

Midhollows will find it difficult to cast Soul magic but it is not impossible. It is far easier to destroy the soul when it is damaged and it is easier for the soul to become unstable and self-destruct. Many Midhollows will avoid direct confrontation if they can help it and focus on magic that normally takes longer amounts of time anyway such as curses or wards.

Nonhollow - Low Density:

Nonhollows are everything that still has an intact soul. In the case of a Nonhollow with low soul density, their soul becomes a partial void that absorbs magic at an increased rate compared to a normal soul. Low-density Nonhollows are fairly rare and usually occur in areas of low magical density where the local void stripped magic from their soul. One such area is the Quarry’s Core. Its creator, Stark, is a Low-Density Nonhollow.
Orders:

Auric:

Auric magic is known as the magic of the body. It is the most easily accessible type of magic available to a mage, but it is usually only used as a last resort due to the detrimental effects its use can have on the body, and the time needed to recover from its use.
Auric magic is the magic exuded from the body's cells in the process of respiration and through this release, radiates as a field around the body. All naturally occurring forms of life known on Sornieth have this halo but, for the most part, only complex lifeforms with many billions or trillions of cells expel enough magic for the aura to be noticeable. Advanced mages and sages can detect, manipulate, and interact with the aura of simpler or smaller organisms with enough practice, however. Auric magic practitioners are less likely to be able to view the aura of others than soul magic users as well.
This aura appears differently depending on the subject but often takes a similar appearance to that of the user's personality. This is one reason mages are usually capable of determining one's motives and trustworthiness with little contact. With enough skill, a mage can alter the appearance of his aura to fool other mages or to cloak themselves from observation. This happens most often in cases of espionage, or in an attempt to counteract an aura with strange characteristics—such as those that attract monsters or stray spirits, or those that poison or irradiate nearby organisms. Commonly, family lines have similar auras that have similar effects, and over time, these effects can become increasingly powerful.

Auric magic is generally released at a steady rate and coincides with the basal metabolic rate of the body it is produced by. The higher the rate, the more aura there is to use. A mage can also decrease the size of his aura willingly to store the magic within their soul instead of letting it be released into the air. This can be harmful over time if one is not also versed in soul magic.

Auric magic is found more commonly among warriors than casters due to the boons it can place upon the body. As long as a warrior eats, their auric magic will provide several bonuses including pain suppression, increased strength and speed, sharper senses, and an increased rate of healing. Advanced Auric users have also been shown to harden their skin and scales to a level not unlike metal. Auric users can also focus their aura on a single spot on their body to perform spell work. Auric magic is not persistent, however, and cannot travel far from the body, meaning that without a means to trap the magic within an object through a means such as enchanting, Auric magic is strictly for close combat. Enchanted arrows are occasionally imbued with auric magic for ranged combat. Complex Spellcraft is usually not feasible with auric magic but it is not impossible.

Auric magic can be dangerous though. If the body is containing too much Auric magic, it may decompress or implode. The body is more likely to explode though. The sheer pain caused by the containment can kill in its own right, however. That is the reason the body treats magic as a by-product in the first place. If the magic is too concentrated, it may start to damage the cells of the body.

Focusing Auric magic and using it can be just as dangerous as containing it, however. Depending on the magic used, burns, scars, or discoloration is common among Auric warriors. Especially at the tip of the tail, on the claws, or around the mouth. The focused magic can damage the body at the site of usage and extended usage may hinder the limb or area to the point of uselessness. When the body is containing too much Auric magic, spells can be blown out of proportion and end up removing limbs or destroying the user.

Attempting to use Auric magic while exhausted can cause the body to start devouring itself to provide the energy needed. This can lead to death if one is not careful. Heavily muscled or fattened dragons are at less of a risk because the muscle and fat reserves will be used before the bones or organs. More often than not though, the magic will simply not work at which point, the body is rendered defenseless. Also common among users of Auric magic is Hyperthermia caused by the extensive heat produced by the cells in releasing energy for use. Certain breeds of dragons and elemental allegiances can mitigate this risk, however.



Soul:

Soul Magic is considered the magic of the mind. It is more difficult to use than Auric magic but is usually less taxing on the body to use. It usually takes priority because of the sheer amount that a mage is capable of containing compared to Auric magic. However, usage of Soul magic can have damaging effects on both the body and soul simultaneously.

Soul magic is the concentration of magic within the body and is a collection of magic exuded by the Cells and magic that is attracted by the soul itself. The soul will only attract magic of its own alignment and will repel the others but does not interact with Neutral magic though. Soul magic does make up a portion of the aura but is far outnumbered by the Auric magic. Users of soul magic are capable of viewing the Halo produced by living things, unlike Auric users. Most of the most powerful mages in history have been Soul Magic users and the strongest have been masters of Both Auric and Soul magic.

Soul Magic regains over time regardless of how much food is ingested by the subject. It does, however, recover faster when satiated with nutrients and energy. Soul magic users can go extended periods of time without food, water, or rest too but when the body becomes magically exhausted, it will start to fail. The higher the concentration of magic in the environment, the faster Soul Magic will replenish passively. Alternatively, a mage can coax the magic from the environment or, if properly skilled or sufficiently powerful, the mage can rip the magic from other living creatures or magical constructs. The more tightly bound the magic is, such as in Spellcraft or inside another dragon, the less magic the thief will receive and slower if at all.

Soul magic is far more common among mages but is sometimes used by warriors to a small degree. Soul magic is preferable at long range due to the time it takes to cast compared to Auric magic. Soul magic, for the most part, is more versatile than Auric magic but tends to take a long time to regain after extended use. Soul magic is also more unstable and volatile than Auric magic as well. It requires more focus to perform spellwork. Complex Spellcraft is common with Soul magic.

Soul magic can be and is more dangerous to use than Auric magic for the most part. If the body contains too much Soul Magic, the body can certainly explode violently. Due to the fact that far more Soul Magic can be inside the body than Auric Magic in general, a Soul Magic Decompression can be far more destructive. Implosions are also more common but the build-up of magic takes longer to take effect than with Auric magic.

The usage of Soul magic usually takes a focus of some sort such as a limb, through the mouth, or through an item such as a staff. If the current of magic is too high, physical damage can occur. This is especially more common when performing magic of a different element than one's own. A mage is usually resistant to the effects of their own element which reduces the risk of injury but an enemy mage can take advantage of that.

Using too much Soul magic too quickly can have detrimental effects on the stability of the soul itself. If the soul is exhausted of magic, it can collapse and disappear. This can be deadly and is usually quite traumatizing. The soul is also destroyed in the case of either decompression or Implosion. Through extended exposure to a Magical Void, an area of low magical density, can also have unusual effects on the soul. These areas also make spells and mages weaker.


Loss of the Soul:

In the case of Total collapse or removal of the Soul, the body can go into neural shock and die. In the case that death is not immediate, the damage attained that preceded the removal or collapse of the soul may lead to death. In the case that death does not occur soon after the loss of the soul, severe mental trauma may lead to suicide. Should neither injury nor suicide cause death, the soulless being may become what is called a Hollow. A hollow is a soulless dragon or creature. They are not unlike the shade in the way they affect the environment.

Hollow - Soul Loss:

In the case of a dragon or otherwise's soul imploding or being removed without death from the trauma or spatial distortions, an organism becomes a Hollow. With the trauma of the soul loss along with the loss of the soul's amplifying effect on the emotions of dragons, Hollows are incredibly numb to emotion and lose their ability to empathize. This is not always the case but is the most common occurrence. Many of the Soulless become incredibly violent or sadistic. Many also become masochistic. A lack of inhibition and morality is very common amongst hollows. About 90% of all full hollows turn feral after a short time.

Hollow - Full Loss:

A Hollow who has lost their soul in this way become a Magical Void. Their bodies become a sink that magic falls into as they move through the environment. After large amounts of magic have been absorbed, the soul may reignite. Though, during this time of magical absorption, the magic held within the body is extremely hard to retrieve. If used at all, the reignition is delayed. Of course, the soul may never reform at all which is far more likely.

In the case of the soul being removed, a void is not formed. It is rarer for the soul to be remade in this case due to there being nowhere for the magic to localize. The body loses its elemental alignment as well and will find it incredibly difficult to use any magic. Auric magic is more easily used by either form of Hollow as they lack a soul. Soul removal is common in the practice of necromancy and searches for immortality and enchanting. Soul bound weaponry is powerful but can become evil very easily and given enough rage is present, the weapon can turn on its user.
Hollow - Feral:

Feral Hollows are Hollows that after losing their soul have lost their ability to reason. These Hollows are far more common than those that remain conscious. Feral Hollows congregate in areas of high magical energy instinctively and will seek out and devour sources of magic if possible. Feral Hollows are believed by many to be fragments of the shade and share many of its traits though it is unproven. Because of their migration towards areas of high levels of magic, the number of them increases the closer one gets to the deities, but they are also more docile. The farther away, the fewer and the more voracious they get. Very, very rarely, they can regain their sanity though most kill themselves immediately from the pain and grief.

Midhollow - Partial Loss:

In the case of partial loss of the soul either through removal or damage, several effects can present themselves. In the case of partial removal, the soul can eventually be repaired but any psychological or physiological damage has already been done. In the case of a distortion or damage to the soul, the subject becomes Apathetic or numb to emotion. They will likely be slightly less ethical than before and will most likely be in incredible pain. Dragons with a damaged soul will find it difficult to empathize but not impossible.

Midhollows will find it difficult to cast Soul magic but it is not impossible. It is far easier to destroy the soul when it is damaged and it is easier for the soul to become unstable and self-destruct. Many Midhollows will avoid direct confrontation if they can help it and focus on magic that normally takes longer amounts of time anyway such as curses or wards.

Nonhollow - Low Density:

Nonhollows are everything that still has an intact soul. In the case of a Nonhollow with low soul density, their soul becomes a partial void that absorbs magic at an increased rate compared to a normal soul. Low-density Nonhollows are fairly rare and usually occur in areas of low magical density where the local void stripped magic from their soul. One such area is the Quarry’s Core. Its creator, Stark, is a Low-Density Nonhollow.
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Elements:

-The Specifications of what the nature of the separate elements do and how they interact with each other.

-Many dragons will have at least one element at their disposal on some level and most mages are capable of utilizing at least two. The second element depends on the mindset or personality of the mage, what their preferred class of magic is, or purely preference of element. Though contradictory elements are usually difficult to mix, there are those that can utilize both effectively. This depends on the dragon's nature and personality as well as their magic.

Neutral:

Neutral magic is the oldest of all magic and is very simple in its application and pattern. Neutral magic affects all other magics including itself in the same way. Most common is the use of Neutral magic as a push or a pull. Specific Applications include Telekinesis and Manipulation of Gravity. Neutral magic is not any less powerful than the other forms of magic but it tends to have less specific effects. Neutral magic can be used both defensively and offensively.

Neutral magic is usually the first form of magic learned by a novice mage and is often the converted into other varieties of magic or converted from an element to convert into another. Because of its characteristic whereas it does not destabilize or amplify other forms of magic, Neutral magic is often used for healing purposes.

Magics that are contrary to one another are difficult to generate from each other. As an example, Wind magic is difficult to generate from water magic and vice versa. Magics that are neutral to each other are relatively easy to transform into each other. As an exception, Arcane Magic can be easily transformed into nearly any other magic or form of energy. It is difficult to generate from other elements, however.

Those who use mainly neutral magic tend to have a great understanding of physics. This is not so much an effect of having the magic but more of a prerequisite for using it. Neutral magic is needs pretty precise thinking and technical knowledge to use in complex spell work.


Earth:

Earth magic manipulates the bones of Sornieth. The rock and crystal of the world are the Earth Mage's strength. Earth magic primarily manipulates inorganic materials with crystalline structures most common of which are minerals. Earth Magic is considered the oldest of the elemental magics. Earth magic can also affect metals such as iron or aluminum. Earth magic as with any variety can be transformed into the standard forms of energy as well as into other magical varieties. Earth magic can be used to manipulate magnetism in the form of magnetic materials.

Earth dragons tend to have several traits unique to them. Earth Dragons tend to be hardy and do not require as much water as most other dragons. Snappers are the best example of this. Earth Dragons are also resistant to sandstorms as many are born with a magical nictitating membrane if they don't already have them naturally. Earth dragons are also capable of ingesting large amounts of inorganic poisons without harm as well as being resistant to solar radiation and intense heat. These traits are amplified in more advanced users of Earth Magic. Earth dragons are also highly suited to the Shifting Expanse.

Wind:

Wind Magic manipulates the air of the Sornieth. The entire atmosphere is the Wind Mage's strength. Wind Magic primarily manipulates loosely bound or unbound gaseous particles and can also affect solid particles carried in the air as aerosols to some degree. Wind Magic is one of the oldest magics. Just as with other magics, Wind magic can be converted into standard forms of energy as well as into other types. Wind Magic can be used both defensively and offensively but tends to lean towards defense.

Wind dragons have a keen understanding of Aerodynamics. They also tend to have highly efficient respiratory and cardiac tracks as well as strong flight muscles. This allows for longer flights and at higher altitudes, should one not be unlucky enough to be a Wind Snapper. Wind Dragons are also capable of detecting, with decent accuracy, changes in humidity and air pressure. Meteorology is an effective profession amongst wind dragons.

Fire:

Fire Magic manipulates the Power of the World. All heat is the Wind Mage's Strength. Fire magic primarily manipulates, produces, or focuses thermal energy. Fire magic is one of the oldest and also one of the most basic of the elemental magics. Fire magic, strangely, is quite difficult to transform into forms of energy other than thermal or into other elements. It is, however, simple to utilize. Fire magic is used primarily for offense but can be used defensively if utilized in the correct way. Walls of flame are a common defense. As are fiery auras.

Fire dragons have an intense resistance to fire to the point where advanced mages are capable of being submerged in molten rock or are able to be exposed to large amounts of plasmatic gas. Fire dragons are generally incapable of undergoing either Hyperthermia or Hypothermia to any dangerous level unless the dragon has exhausted their magical reserves at which point thermal regulation no longer occurs. Fire dragons seem to have more volatile emotions but it is not entirely clear if this is because of fire magic or if the fire magic is because of a strong emotion.

Water:

Water Magic manipulates the Lifeblood of the World. All Liquids are the Wind Mage's Strength. Water magic primarily manipulates water molecules but can also affect any liquid to some degree. Water magic is one of the oldest elemental magics. Water magic can be transformed into other forms of magic and energy easily enough. Water magic can be used equally as a defense or offense depending on the skill and volume of water involved. Water magic can also be used to freeze water like Ice Magic. This is less effective on other liquids.

Water dragons are generally able to breathe underwater or at the very least, have an increased lung capacity. Dragons with fur or feathers tend to either have fewer hairs and feathers or are coated in oil. Dragons with scales tend to have very smooth or flatter scales. Water dragons also tend to be resistant to hypothermia but not hyperthermia. Water Guardians are usually able to withstand crushing depths far better than other breeds. Water Snappers are sometimes like hippos.

Light:

Light magic manipulates the Light of the World. All Colours are the Light Mage's Strength. Light magic primarily manipulates Photons like those in Ultraviolet Radiaition or visible light. Light magic is fairly old and can be transformed into other varieties easily enough. Light magic is difficult to use offensively but can be used defensively pretty well. Offensively, intense light can cause blindness or burns and it can also cause disorientation at lower intensities. Flashing lights can inadvertently kill or injure as well. Light magic can be used to cast illusions or to distract as well.

Light dragons have extremely keen eyesight and are capable of perceiving several more colours than many other dragons. The number of extra colors depends on the aptitude the dragon has with magic and genetics. Some light dragons can detect radiation as well as thermal energy. A few instances have shown that Light dragons can sometimes see X-rays through solid objects. Light dragons also tend to be resistant to the effects of Solar radiation as Earth Dragons are.


Ice:

Ice Magic manipulates the chill of the World. All cold is the Ice Mage's Strength. Ice Magic primarily manipulates, absorbs, or dispels thermal energy but can impede nearly any other form of energy but is most obviously able to cool substances by reducing atomic motion. Ice magic is fairly old and can be converted into other forms of magic and energy with some difficulty. Due to the low amount of energy present in Ice magic, it is inefficient to convert ice magic into other varieties. Advanced mages may store neutral magic instead to convert into any magic they require.

Ice dragons are nearly incapable of either hyper or hypothermia. Several breeds of dragon have been shown to produce an antifreeze-like chemical as well which prevents frostbite. The teeth of Ice dragons are often denser than those of other dragons as well to facilitate the ingestion of frozen food. Ice Coatls have taken to hibernating during winter and reappearing for spring and summer as well. Ice dragons also tend to have thicker fur and feathers if they have them, and porous scales if they have those. Magical nictitating membranes can be found in some dragons as well. Dragons of the Ice Flight may also have higher basal metabolic rates.


Lightning:

Lightning magic manipulates the thunderous strength of the sky. All electricity is the Lightning mage's strength. Lightning magic primarily manipulates Electrons. Lightning magic is fairly old and can be converted into other forms easily due to its high amount of energy. Lightning magic can also be used to manipulate electromagnetism to a great degree. This method is far more efficient than using Earth magic to manipulate magnetic materials. Lightning magic is highly volatile and can be quite erratic. Ranged lightning attacks are difficult to control but are very effective at close range. Lightning magic is very effective as both a defense and offense but it tends to be a double-edged sword. Users are often covered in scars or burns. Unlike Fire Mages, Lightning mages are not fireproof.

Lightning dragons tend to be immune to the detrimental neural and physical effects of electricity on the body's systems. They are, however, not fireproof. They are heat resistant, however. Lightning dragons do not require much water. Lighting dragons are highly suited to living in Dragonhome as well. The Ultraviolet Radiation produced by the Storms makes them resistant to Solar radiation. Lightning dragons have a keen sense of quantum mechanics in many cases as well as electrical theory. Magical nictitating membranes are quite common in the Shifting Expanse.


Shadow:

Shadow magic manipulates the light of the world. All darkness is the Shadow Mage's strength. Shadow Magic primarily manipulates and dispels Photons. Shadow magic breaks down in light and thus requires shadows to be utilized effectively. Shadow magic is fairly old and can be transformed into other magic varieties decently, especially if recently used to absorb light. Shadow magic can travel through any darkness and the darker it is, the faster and more efficiently it can travel. Shadow magic can also travel through solid objects as long as there is some form of open space or some sort of fluid medium within it, making travel through the ground possible.

Shadow dragons are highly susceptible to Solar Radiation and burn easily except for Ridgebacks, Snappers, Wildclaws, Imperials, Pearlcatchers, and Tundras. They are more susceptible to Skin/Scale Cancers as well. They are however quite adapted to the dark. Many Shadow Dragons lack Color Vision but some do have it. Shadow dragons do have very perceptive eyes which are on par if not more sensitive than Light dragons. Shadow Dragons appear to see a stark contrast when it comes to shadows as well.

Arcane:

Arcane Magic manipulates the magic of the world. All magic is the Arcane mage's strength. Arcane magic manipulates the other varieties of magic at an extremely high energy level. Arcane magic is parasitic in nature and feeds off of the other elements and decays into neutral magic after a time. Only the Arcanist and advanced mages are capable of being catalytic mediums The Arcanist absorbs magic from Sornieth and emits the magic as Arcane magic outwards. Arcane magic can be used for both offense and defense but leans towards offense more often than not due to the power contained within its constructs.

The energy within the Starfall Isles has rendered most of the region above the standard radiation levels for Sornieth. Due to the high energy state of Arcane magic, it is difficult to synthesize under normal circumstances. Through sufficient technological or magical means, however, a self-sustaining reaction can occur which is the Case for the Arcanist and for Precursor Magical Assimilators.

Arcane Dragons tend to have a very large tolerance to high-intensity radiation such as X-rays and Gamma Radiation. Also common is a high absorption of magic and a large amount of Storage for said magic. Arcane dragons tend to be weaker in other realms than what is usual for other elements due to Arcane's Strange properties. Arcane Dragons have a strong grasp of magical and atomic theory and are often capable of using several or all elements to some degree. There are those that focus on one or two elements, however. Most mages of other elements can only ever master a few elements at most.


Nature:

Nature magic manipulates the Life of Sornieth. All life is the Nature Mage's strength. Nature magic manipulates and improves the efficiency of complex cells. Cells that are Autotrophic are the most dramatically affected. Nature magic can be used either defensively or offensively and depends on the circumstance or user. Organisms infused with nature magic become genetically hardened reducing mutation and the effects of age and also have more vitality and vigor. Longevity also is common among organisms with nature magic. Immunity is common in the Labyrinth due to the Efficient and Advanced structure and Immune System of many organisms.

Nature dragons are often full of vitality and strength. They are highly resistant to heat as well as humidity. Nature dragons have advanced and efficient Immune systems to the point that most may only ever become sick because of exposure to plague dragons, plague magic, or to the Scarred Wasteland itself. Because of the physical prowess many nature dragons have, many have developed an idea of superiority over the other flights. Nature Wildclaws tend to show disdain for other elements and to other breeds.

Nature magic has the indirect effect of burning arable soil and rendering it infertile and depleted. This stems from the fact that plants grow at a much higher rate and for longer with less material, allowing for plants to drain all nutrients from borderland soil in only a few years. Many plants that are common and welcome in the Labyrinth are pests and weeds elsewhere due to their prolific ability to spread. Once an area has been depleted, Nature magic dwindles there. In some years, the land will begin to heal. This is accelerated greatly if that same land is exposed to Plague Magic. In areas with only a minor inflow of Nature magic, this depletion does not occur.


Plague:

Plague magic Manipulates the life of Sornieth. All life is the Plague Mage's Strength. Plague magic manipulates and decreases the efficiency of complex cells. Bacteria and Viruses are the least dramatically affected due to their simplicity. Plague magic is almost always used offensively but can be used defensively, though the defense tends to also be useful as a weapon. Organisms infested with Plague Magic tend to be vile appearing and may be deformed. They tend to be highly susceptible to mutation and have a much higher rate of cell division. Bacteria share this characteristic and Viruses take advantage of this. Immunity to anything for long is rare in the Wasteland due to the ever warping chaos.

Plague dragons that are not rotting where they sit are far more common outside the Wasteland and tend to look like any other dragon. They usually have magical nictitating membranes if they didn't already have them and have extremely powerful kidneys, livers, Immune Systems, and stomachs. Most are immune to poison almost entirely and others have no issue ingesting normally fatal amounts of alcohol or sea water. Another issue common among plague dragons is Cancer as well as birth defects due to Retroviral infection or the mutagenic effect of Plague Magic.

In areas where Plague magic has destroyed local fauna and flora, the land may take many years to recover once the magic has been pushed back. When it does, however, the ground tends to be far more fertile than before. The plagues cast across the ground brought all the nutrients from all plants and animals in the area back to the ground in simple forms and infused it with valuable bacteria, allowing returning plants to grow rapidly. This can be seen along the borders of the Scarred Wasteland in the Wandering Contagion.


-Most breeds, as well as most of the flights, treat plague dragons with unconcealed disdain, malice, and fear.
Elements:

-The Specifications of what the nature of the separate elements do and how they interact with each other.

-Many dragons will have at least one element at their disposal on some level and most mages are capable of utilizing at least two. The second element depends on the mindset or personality of the mage, what their preferred class of magic is, or purely preference of element. Though contradictory elements are usually difficult to mix, there are those that can utilize both effectively. This depends on the dragon's nature and personality as well as their magic.

Neutral:

Neutral magic is the oldest of all magic and is very simple in its application and pattern. Neutral magic affects all other magics including itself in the same way. Most common is the use of Neutral magic as a push or a pull. Specific Applications include Telekinesis and Manipulation of Gravity. Neutral magic is not any less powerful than the other forms of magic but it tends to have less specific effects. Neutral magic can be used both defensively and offensively.

Neutral magic is usually the first form of magic learned by a novice mage and is often the converted into other varieties of magic or converted from an element to convert into another. Because of its characteristic whereas it does not destabilize or amplify other forms of magic, Neutral magic is often used for healing purposes.

Magics that are contrary to one another are difficult to generate from each other. As an example, Wind magic is difficult to generate from water magic and vice versa. Magics that are neutral to each other are relatively easy to transform into each other. As an exception, Arcane Magic can be easily transformed into nearly any other magic or form of energy. It is difficult to generate from other elements, however.

Those who use mainly neutral magic tend to have a great understanding of physics. This is not so much an effect of having the magic but more of a prerequisite for using it. Neutral magic is needs pretty precise thinking and technical knowledge to use in complex spell work.


Earth:

Earth magic manipulates the bones of Sornieth. The rock and crystal of the world are the Earth Mage's strength. Earth magic primarily manipulates inorganic materials with crystalline structures most common of which are minerals. Earth Magic is considered the oldest of the elemental magics. Earth magic can also affect metals such as iron or aluminum. Earth magic as with any variety can be transformed into the standard forms of energy as well as into other magical varieties. Earth magic can be used to manipulate magnetism in the form of magnetic materials.

Earth dragons tend to have several traits unique to them. Earth Dragons tend to be hardy and do not require as much water as most other dragons. Snappers are the best example of this. Earth Dragons are also resistant to sandstorms as many are born with a magical nictitating membrane if they don't already have them naturally. Earth dragons are also capable of ingesting large amounts of inorganic poisons without harm as well as being resistant to solar radiation and intense heat. These traits are amplified in more advanced users of Earth Magic. Earth dragons are also highly suited to the Shifting Expanse.

Wind:

Wind Magic manipulates the air of the Sornieth. The entire atmosphere is the Wind Mage's strength. Wind Magic primarily manipulates loosely bound or unbound gaseous particles and can also affect solid particles carried in the air as aerosols to some degree. Wind Magic is one of the oldest magics. Just as with other magics, Wind magic can be converted into standard forms of energy as well as into other types. Wind Magic can be used both defensively and offensively but tends to lean towards defense.

Wind dragons have a keen understanding of Aerodynamics. They also tend to have highly efficient respiratory and cardiac tracks as well as strong flight muscles. This allows for longer flights and at higher altitudes, should one not be unlucky enough to be a Wind Snapper. Wind Dragons are also capable of detecting, with decent accuracy, changes in humidity and air pressure. Meteorology is an effective profession amongst wind dragons.

Fire:

Fire Magic manipulates the Power of the World. All heat is the Wind Mage's Strength. Fire magic primarily manipulates, produces, or focuses thermal energy. Fire magic is one of the oldest and also one of the most basic of the elemental magics. Fire magic, strangely, is quite difficult to transform into forms of energy other than thermal or into other elements. It is, however, simple to utilize. Fire magic is used primarily for offense but can be used defensively if utilized in the correct way. Walls of flame are a common defense. As are fiery auras.

Fire dragons have an intense resistance to fire to the point where advanced mages are capable of being submerged in molten rock or are able to be exposed to large amounts of plasmatic gas. Fire dragons are generally incapable of undergoing either Hyperthermia or Hypothermia to any dangerous level unless the dragon has exhausted their magical reserves at which point thermal regulation no longer occurs. Fire dragons seem to have more volatile emotions but it is not entirely clear if this is because of fire magic or if the fire magic is because of a strong emotion.

Water:

Water Magic manipulates the Lifeblood of the World. All Liquids are the Wind Mage's Strength. Water magic primarily manipulates water molecules but can also affect any liquid to some degree. Water magic is one of the oldest elemental magics. Water magic can be transformed into other forms of magic and energy easily enough. Water magic can be used equally as a defense or offense depending on the skill and volume of water involved. Water magic can also be used to freeze water like Ice Magic. This is less effective on other liquids.

Water dragons are generally able to breathe underwater or at the very least, have an increased lung capacity. Dragons with fur or feathers tend to either have fewer hairs and feathers or are coated in oil. Dragons with scales tend to have very smooth or flatter scales. Water dragons also tend to be resistant to hypothermia but not hyperthermia. Water Guardians are usually able to withstand crushing depths far better than other breeds. Water Snappers are sometimes like hippos.

Light:

Light magic manipulates the Light of the World. All Colours are the Light Mage's Strength. Light magic primarily manipulates Photons like those in Ultraviolet Radiaition or visible light. Light magic is fairly old and can be transformed into other varieties easily enough. Light magic is difficult to use offensively but can be used defensively pretty well. Offensively, intense light can cause blindness or burns and it can also cause disorientation at lower intensities. Flashing lights can inadvertently kill or injure as well. Light magic can be used to cast illusions or to distract as well.

Light dragons have extremely keen eyesight and are capable of perceiving several more colours than many other dragons. The number of extra colors depends on the aptitude the dragon has with magic and genetics. Some light dragons can detect radiation as well as thermal energy. A few instances have shown that Light dragons can sometimes see X-rays through solid objects. Light dragons also tend to be resistant to the effects of Solar radiation as Earth Dragons are.


Ice:

Ice Magic manipulates the chill of the World. All cold is the Ice Mage's Strength. Ice Magic primarily manipulates, absorbs, or dispels thermal energy but can impede nearly any other form of energy but is most obviously able to cool substances by reducing atomic motion. Ice magic is fairly old and can be converted into other forms of magic and energy with some difficulty. Due to the low amount of energy present in Ice magic, it is inefficient to convert ice magic into other varieties. Advanced mages may store neutral magic instead to convert into any magic they require.

Ice dragons are nearly incapable of either hyper or hypothermia. Several breeds of dragon have been shown to produce an antifreeze-like chemical as well which prevents frostbite. The teeth of Ice dragons are often denser than those of other dragons as well to facilitate the ingestion of frozen food. Ice Coatls have taken to hibernating during winter and reappearing for spring and summer as well. Ice dragons also tend to have thicker fur and feathers if they have them, and porous scales if they have those. Magical nictitating membranes can be found in some dragons as well. Dragons of the Ice Flight may also have higher basal metabolic rates.


Lightning:

Lightning magic manipulates the thunderous strength of the sky. All electricity is the Lightning mage's strength. Lightning magic primarily manipulates Electrons. Lightning magic is fairly old and can be converted into other forms easily due to its high amount of energy. Lightning magic can also be used to manipulate electromagnetism to a great degree. This method is far more efficient than using Earth magic to manipulate magnetic materials. Lightning magic is highly volatile and can be quite erratic. Ranged lightning attacks are difficult to control but are very effective at close range. Lightning magic is very effective as both a defense and offense but it tends to be a double-edged sword. Users are often covered in scars or burns. Unlike Fire Mages, Lightning mages are not fireproof.

Lightning dragons tend to be immune to the detrimental neural and physical effects of electricity on the body's systems. They are, however, not fireproof. They are heat resistant, however. Lightning dragons do not require much water. Lighting dragons are highly suited to living in Dragonhome as well. The Ultraviolet Radiation produced by the Storms makes them resistant to Solar radiation. Lightning dragons have a keen sense of quantum mechanics in many cases as well as electrical theory. Magical nictitating membranes are quite common in the Shifting Expanse.


Shadow:

Shadow magic manipulates the light of the world. All darkness is the Shadow Mage's strength. Shadow Magic primarily manipulates and dispels Photons. Shadow magic breaks down in light and thus requires shadows to be utilized effectively. Shadow magic is fairly old and can be transformed into other magic varieties decently, especially if recently used to absorb light. Shadow magic can travel through any darkness and the darker it is, the faster and more efficiently it can travel. Shadow magic can also travel through solid objects as long as there is some form of open space or some sort of fluid medium within it, making travel through the ground possible.

Shadow dragons are highly susceptible to Solar Radiation and burn easily except for Ridgebacks, Snappers, Wildclaws, Imperials, Pearlcatchers, and Tundras. They are more susceptible to Skin/Scale Cancers as well. They are however quite adapted to the dark. Many Shadow Dragons lack Color Vision but some do have it. Shadow dragons do have very perceptive eyes which are on par if not more sensitive than Light dragons. Shadow Dragons appear to see a stark contrast when it comes to shadows as well.

Arcane:

Arcane Magic manipulates the magic of the world. All magic is the Arcane mage's strength. Arcane magic manipulates the other varieties of magic at an extremely high energy level. Arcane magic is parasitic in nature and feeds off of the other elements and decays into neutral magic after a time. Only the Arcanist and advanced mages are capable of being catalytic mediums The Arcanist absorbs magic from Sornieth and emits the magic as Arcane magic outwards. Arcane magic can be used for both offense and defense but leans towards offense more often than not due to the power contained within its constructs.

The energy within the Starfall Isles has rendered most of the region above the standard radiation levels for Sornieth. Due to the high energy state of Arcane magic, it is difficult to synthesize under normal circumstances. Through sufficient technological or magical means, however, a self-sustaining reaction can occur which is the Case for the Arcanist and for Precursor Magical Assimilators.

Arcane Dragons tend to have a very large tolerance to high-intensity radiation such as X-rays and Gamma Radiation. Also common is a high absorption of magic and a large amount of Storage for said magic. Arcane dragons tend to be weaker in other realms than what is usual for other elements due to Arcane's Strange properties. Arcane Dragons have a strong grasp of magical and atomic theory and are often capable of using several or all elements to some degree. There are those that focus on one or two elements, however. Most mages of other elements can only ever master a few elements at most.


Nature:

Nature magic manipulates the Life of Sornieth. All life is the Nature Mage's strength. Nature magic manipulates and improves the efficiency of complex cells. Cells that are Autotrophic are the most dramatically affected. Nature magic can be used either defensively or offensively and depends on the circumstance or user. Organisms infused with nature magic become genetically hardened reducing mutation and the effects of age and also have more vitality and vigor. Longevity also is common among organisms with nature magic. Immunity is common in the Labyrinth due to the Efficient and Advanced structure and Immune System of many organisms.

Nature dragons are often full of vitality and strength. They are highly resistant to heat as well as humidity. Nature dragons have advanced and efficient Immune systems to the point that most may only ever become sick because of exposure to plague dragons, plague magic, or to the Scarred Wasteland itself. Because of the physical prowess many nature dragons have, many have developed an idea of superiority over the other flights. Nature Wildclaws tend to show disdain for other elements and to other breeds.

Nature magic has the indirect effect of burning arable soil and rendering it infertile and depleted. This stems from the fact that plants grow at a much higher rate and for longer with less material, allowing for plants to drain all nutrients from borderland soil in only a few years. Many plants that are common and welcome in the Labyrinth are pests and weeds elsewhere due to their prolific ability to spread. Once an area has been depleted, Nature magic dwindles there. In some years, the land will begin to heal. This is accelerated greatly if that same land is exposed to Plague Magic. In areas with only a minor inflow of Nature magic, this depletion does not occur.


Plague:

Plague magic Manipulates the life of Sornieth. All life is the Plague Mage's Strength. Plague magic manipulates and decreases the efficiency of complex cells. Bacteria and Viruses are the least dramatically affected due to their simplicity. Plague magic is almost always used offensively but can be used defensively, though the defense tends to also be useful as a weapon. Organisms infested with Plague Magic tend to be vile appearing and may be deformed. They tend to be highly susceptible to mutation and have a much higher rate of cell division. Bacteria share this characteristic and Viruses take advantage of this. Immunity to anything for long is rare in the Wasteland due to the ever warping chaos.

Plague dragons that are not rotting where they sit are far more common outside the Wasteland and tend to look like any other dragon. They usually have magical nictitating membranes if they didn't already have them and have extremely powerful kidneys, livers, Immune Systems, and stomachs. Most are immune to poison almost entirely and others have no issue ingesting normally fatal amounts of alcohol or sea water. Another issue common among plague dragons is Cancer as well as birth defects due to Retroviral infection or the mutagenic effect of Plague Magic.

In areas where Plague magic has destroyed local fauna and flora, the land may take many years to recover once the magic has been pushed back. When it does, however, the ground tends to be far more fertile than before. The plagues cast across the ground brought all the nutrients from all plants and animals in the area back to the ground in simple forms and infused it with valuable bacteria, allowing returning plants to grow rapidly. This can be seen along the borders of the Scarred Wasteland in the Wandering Contagion.


-Most breeds, as well as most of the flights, treat plague dragons with unconcealed disdain, malice, and fear.
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Classifications l:

~Because of the nearly infinite number of magical combinations, putting individual spells into these groups would be pointless. Besides that, many spells can be used for several separate purposes which makes classifying them more difficult. Instead, I will just define and give examples for each class of magic. For that reason where one spell may be in one class in one situation, it might be considered another class in another.

-Note that often times, magic may fall into two or more categories at once. For example, a necromantic spell meant to kill can fall into destruction, curse, sacrificial, and necromancy depending on what it does. How different magical effects falls into the categories is usually interpreted differently to different mages, however.

-I will probably add to this at some point.
~~~

Destruction:
Destruction magic is any spell that is meant to cause direct damage to another dragon, beast, or object or to the environment. Destruction spells, depending on strength can be very versatile. A fire spell generally used for incinerating enemies could be used to cook or to provide heat or to cauterize for example.

Application: Direct combat. Demolition. Heavy work.
Curse:
A curse is a form of destruction magic that harms a target or targets from range, typically over very large distances. Curses are rarely used in combat and are the choice form of magic for cases of vengeance or assassination. Curses are not typically as flashy as traditional Destruction spells are are usually slower and far more dangerous. They may be sacrificial in nature as well. Curses, depending on their power, can persist even after death or many years. Some are so powerful that they may be nigh-unbreakable or become sentient/sapient.

Application: Revenge. Punishment. Judgement. Offensive or torture.

Sacrificial:
Destroys oneself, or others, to perform normally impossible magical feats. This type of magic is often forbidden and uses a body and soul as a catalyst for extremely powerful spellwork. Sacrificial magic is used as a last resort in most cases due to the fact that it often does terrible damage to the caster. Both the soul and body can be destroyed and sometimes one or the other which usually leads to the death of the other soon after.
Blood Magic:
Blood Magic is the use of blood, which is full of usually inaccessible magic as well as high Alchemical potential, to cast magic. Blood magic is considered incredibly dangerous as well as taboo and corrupting. Blood magic practitioners often utilize unwilling sacrifices in their magic. Though not inherently evil, it is usually used for selfish and harmful acts. Blood magic is common among necromancers and healers both but in different ways. Healers use the magic of the blood to heal the body while Necromancers may focus this magic into a soul or phylactery. Blood mages can utilize their own blood as well but it is usually more powerful to use another's.

Application: The means to an end usually. Punishment, bindings, mode of attack, or torture. Amplification of other magic.
~~~

Alchemy/Alteration:
Alchemy and Alteration are the manipulation of structure and form of matter and magic. The analysis, deconstruction, and reconstruction to be exact. Alchemy is very similar to Chemistry, but Chemistry is more mundane, not utilizing outside fields of energy to catalyze reactions. Alchemy can be done with or without magical input, which makes it unique. Alchemy is usually used to unlock valuable or magical properties of ingredients in brews to make potions. More advanced Alchemy can unlock these energies without the need of brewing at all. Alchemists may not have to use magic and may instead use naturally occurring energy within the body or ingredient or even the environment. Typically, the more the reactants change, the more energy is needed. This can be aided through the use of arrays or runes which helps focus and channel the energies involved. Alteration is like Alchemy, but instead of utilizing the circular flow of energy through the world, it uses magic as a catalyst.

Application: Potions and concoction creation. Manipulation of matter.
-Brewing:
Brewing is the act of releasing or amplifying the effects of ingredients through Alchemy. This is often done similarly to cooking or chemistry and is often done with similar equipment. Brewing allows for powerful potions to be created. Ingredients with more magical or chemical potential, like dragon blood or wheat, can have valuable effects when brewed. The effects are nearly limitless from healing wounds to producing explosives. Brewing can be either magical or non-magical.

-Transmutation:
Transmutation is the use of magic/inherent energies (Usually Arcane Magic) to convert one material into another or to convert one kind of magic into another kind of magic or energy. Transmutation and Brewing are both alchemy but are different in their ways. One can sometimes incorporate the other, however.

Application: Conversion and alteration of substances on an atomic or molecular level.
-Transmogrification
Sometimes known as shapeshifting, transmogrification is the manipulation of living matter. It can be used to transform one organism into another or to form objects from once living things. Also possible is the fusion of living things into artificial Chimera or a Draconculus, a fully artificial dragon with or without a soul. Alchemical Necromancy rarely, if ever, has the intended effect, however.

Application: Manipulation of organic material.
~~~

Restoration:
Restoration magic heals and manipulates the body and mind. Though it must still follow the laws of nature. Healing magic has to feed on either the target or the User to actual heal any injury. The material has to be there for the body to use it for healing. That is unless conjuration is used in conjunction with the restoration. Restoration magic can also be used to cure sickness and to increase the body's levels of strength and durability. Occasionally, Restoration and Necromancy cross with spells meant to harm or bind the dead. Restoration often negates corrupting forms of magic, which is often what reanimates the dead. Necromancy can also negate the dead.

Application: Restoring health and vitality.
-Necromancy:
Necromancy is often a subcategory to restoration. Necromancy mends the soul as well as controls it. Necromancy is considered taboo by many due to the soul being so precious and so many dark mages utilizing necromancy in the past. Something that is more restoration than Necromancy but still considered as such is returning the life to once dead things. Magic is used to mend and revitalize dead cells or the such to the point where they are once more alive, but perhaps not completely. Often, what is brought back was not what it once was. This is evident in dragons and animals but not so much in plants or insects.

Application: Healing or undoing death. Communion with spirits. Soul-bindings.




Classifications l:

~Because of the nearly infinite number of magical combinations, putting individual spells into these groups would be pointless. Besides that, many spells can be used for several separate purposes which makes classifying them more difficult. Instead, I will just define and give examples for each class of magic. For that reason where one spell may be in one class in one situation, it might be considered another class in another.

-Note that often times, magic may fall into two or more categories at once. For example, a necromantic spell meant to kill can fall into destruction, curse, sacrificial, and necromancy depending on what it does. How different magical effects falls into the categories is usually interpreted differently to different mages, however.

-I will probably add to this at some point.
~~~

Destruction:
Destruction magic is any spell that is meant to cause direct damage to another dragon, beast, or object or to the environment. Destruction spells, depending on strength can be very versatile. A fire spell generally used for incinerating enemies could be used to cook or to provide heat or to cauterize for example.

Application: Direct combat. Demolition. Heavy work.
Curse:
A curse is a form of destruction magic that harms a target or targets from range, typically over very large distances. Curses are rarely used in combat and are the choice form of magic for cases of vengeance or assassination. Curses are not typically as flashy as traditional Destruction spells are are usually slower and far more dangerous. They may be sacrificial in nature as well. Curses, depending on their power, can persist even after death or many years. Some are so powerful that they may be nigh-unbreakable or become sentient/sapient.

Application: Revenge. Punishment. Judgement. Offensive or torture.

Sacrificial:
Destroys oneself, or others, to perform normally impossible magical feats. This type of magic is often forbidden and uses a body and soul as a catalyst for extremely powerful spellwork. Sacrificial magic is used as a last resort in most cases due to the fact that it often does terrible damage to the caster. Both the soul and body can be destroyed and sometimes one or the other which usually leads to the death of the other soon after.
Blood Magic:
Blood Magic is the use of blood, which is full of usually inaccessible magic as well as high Alchemical potential, to cast magic. Blood magic is considered incredibly dangerous as well as taboo and corrupting. Blood magic practitioners often utilize unwilling sacrifices in their magic. Though not inherently evil, it is usually used for selfish and harmful acts. Blood magic is common among necromancers and healers both but in different ways. Healers use the magic of the blood to heal the body while Necromancers may focus this magic into a soul or phylactery. Blood mages can utilize their own blood as well but it is usually more powerful to use another's.

Application: The means to an end usually. Punishment, bindings, mode of attack, or torture. Amplification of other magic.
~~~

Alchemy/Alteration:
Alchemy and Alteration are the manipulation of structure and form of matter and magic. The analysis, deconstruction, and reconstruction to be exact. Alchemy is very similar to Chemistry, but Chemistry is more mundane, not utilizing outside fields of energy to catalyze reactions. Alchemy can be done with or without magical input, which makes it unique. Alchemy is usually used to unlock valuable or magical properties of ingredients in brews to make potions. More advanced Alchemy can unlock these energies without the need of brewing at all. Alchemists may not have to use magic and may instead use naturally occurring energy within the body or ingredient or even the environment. Typically, the more the reactants change, the more energy is needed. This can be aided through the use of arrays or runes which helps focus and channel the energies involved. Alteration is like Alchemy, but instead of utilizing the circular flow of energy through the world, it uses magic as a catalyst.

Application: Potions and concoction creation. Manipulation of matter.
-Brewing:
Brewing is the act of releasing or amplifying the effects of ingredients through Alchemy. This is often done similarly to cooking or chemistry and is often done with similar equipment. Brewing allows for powerful potions to be created. Ingredients with more magical or chemical potential, like dragon blood or wheat, can have valuable effects when brewed. The effects are nearly limitless from healing wounds to producing explosives. Brewing can be either magical or non-magical.

-Transmutation:
Transmutation is the use of magic/inherent energies (Usually Arcane Magic) to convert one material into another or to convert one kind of magic into another kind of magic or energy. Transmutation and Brewing are both alchemy but are different in their ways. One can sometimes incorporate the other, however.

Application: Conversion and alteration of substances on an atomic or molecular level.
-Transmogrification
Sometimes known as shapeshifting, transmogrification is the manipulation of living matter. It can be used to transform one organism into another or to form objects from once living things. Also possible is the fusion of living things into artificial Chimera or a Draconculus, a fully artificial dragon with or without a soul. Alchemical Necromancy rarely, if ever, has the intended effect, however.

Application: Manipulation of organic material.
~~~

Restoration:
Restoration magic heals and manipulates the body and mind. Though it must still follow the laws of nature. Healing magic has to feed on either the target or the User to actual heal any injury. The material has to be there for the body to use it for healing. That is unless conjuration is used in conjunction with the restoration. Restoration magic can also be used to cure sickness and to increase the body's levels of strength and durability. Occasionally, Restoration and Necromancy cross with spells meant to harm or bind the dead. Restoration often negates corrupting forms of magic, which is often what reanimates the dead. Necromancy can also negate the dead.

Application: Restoring health and vitality.
-Necromancy:
Necromancy is often a subcategory to restoration. Necromancy mends the soul as well as controls it. Necromancy is considered taboo by many due to the soul being so precious and so many dark mages utilizing necromancy in the past. Something that is more restoration than Necromancy but still considered as such is returning the life to once dead things. Magic is used to mend and revitalize dead cells or the such to the point where they are once more alive, but perhaps not completely. Often, what is brought back was not what it once was. This is evident in dragons and animals but not so much in plants or insects.

Application: Healing or undoing death. Communion with spirits. Soul-bindings.




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Classifications ll:

Conjuration:
Conjuration is the creation of something from seemingly nothing. It is, in fact, shaping magic and unseen matter to appear and feel solid. Those with keen eyes and expert magical skills can detect a conjuration, however. Conjurations remain until the caster wills them away or loses their ability to do so. Conjured constructs can be virtually anything that can be imagined and can be as real seeming as the creature that made it.

Conjuration is possible through the manipulation of magic and magical particles to form solid constructs or effects. Throughout the Universe, invisible and generally undetectable matter exists. This dark matter is invisible and untouchable normally but can mimic other matter or energy magically. This takes magic however and dispelment magic can cause the constructs to unwravel by removing the magic keeping the Dark Matter solid.

Applications: Forming things from seemingly nothing.

-It is believed by some that the deities used conjuration to create the world and dragons.
~~~

Enchanting: Enchanting is the binding of magical forces to objects or other living things. Enchanting can be done with either a mage's own magic, their own soul, or with the souls of others. Though using the souls of others is often considered unethical and falls under the guise of Necromancy, which is considered Taboo by most. Enchanting an object can give it any number of magical abilities from fire to indestructibility. Enchanting others can give them magic or make them a thrall.

Applications: Addition of magic to objects or beings.
-Illusion:
Illusion is the enchantment of the mind and can be used to control those who cannot resist. This is one of the ways some mages may attempt to win a duel, by taking control of the other mage's mind and crushing it from the inside-out. Though Illusion is capable of great things, it is often also used for thievery and scandal. It can be used to hide as well by drawing attention away or by rendering oneself invisible. A guise of illusion, though not strictly enchantment, is the manipulation sensory input rather than perception. This is less noticeable than normal illusion and is just as effective. This can muffle sound or bend light among other effects.

Applications: Manipulation of the minds of others.
~~~

Summoning:
Summoning is the calling forth of something outside of oneself. It can call forth anything as long as the caster knows what they want. Many Summoners specialize with one summon so as to make it as powerful as possible. Sages tend to summon animals or animal spirits while other mages may summon demons or monsters. Summoning is like signing a contract and the payment is magic. Summoning is incredibly powerful but can be fatal if one calls something cannot be controlled. Summoning generally requires less magic and is literally more solid and indistinguishable from real life unlike Conjurations and can continue fighting without the caster's will. They are also harder to counter due to many of them being sentient or even sapient. Though, that intelligence can pose its own threat and summoning is far more complex and difficult to learn. As well as their solidity, they also cannot be easily dispelled if at all.

Applications: Gaining powerful sources of magic or power. Procuring allies, willing or not.
~~~

Mysticism:
Mysticism is the ability to see beyond and to manipulate the world as it is and not how it appears. Mysticism allows for the bypassing of the worlds physical limitations to allow for manipulation of matter and energy. Almost all mages practice mysticism without actually meaning to. It is one of the most common arts but also the most difficult to master. Most mystics near blindness early due to their sight.

Applications: Amplifying of magic. Self-control. Greater view of the universe. Knowledge.

Classifications ll:

Conjuration:
Conjuration is the creation of something from seemingly nothing. It is, in fact, shaping magic and unseen matter to appear and feel solid. Those with keen eyes and expert magical skills can detect a conjuration, however. Conjurations remain until the caster wills them away or loses their ability to do so. Conjured constructs can be virtually anything that can be imagined and can be as real seeming as the creature that made it.

Conjuration is possible through the manipulation of magic and magical particles to form solid constructs or effects. Throughout the Universe, invisible and generally undetectable matter exists. This dark matter is invisible and untouchable normally but can mimic other matter or energy magically. This takes magic however and dispelment magic can cause the constructs to unwravel by removing the magic keeping the Dark Matter solid.

Applications: Forming things from seemingly nothing.

-It is believed by some that the deities used conjuration to create the world and dragons.
~~~

Enchanting: Enchanting is the binding of magical forces to objects or other living things. Enchanting can be done with either a mage's own magic, their own soul, or with the souls of others. Though using the souls of others is often considered unethical and falls under the guise of Necromancy, which is considered Taboo by most. Enchanting an object can give it any number of magical abilities from fire to indestructibility. Enchanting others can give them magic or make them a thrall.

Applications: Addition of magic to objects or beings.
-Illusion:
Illusion is the enchantment of the mind and can be used to control those who cannot resist. This is one of the ways some mages may attempt to win a duel, by taking control of the other mage's mind and crushing it from the inside-out. Though Illusion is capable of great things, it is often also used for thievery and scandal. It can be used to hide as well by drawing attention away or by rendering oneself invisible. A guise of illusion, though not strictly enchantment, is the manipulation sensory input rather than perception. This is less noticeable than normal illusion and is just as effective. This can muffle sound or bend light among other effects.

Applications: Manipulation of the minds of others.
~~~

Summoning:
Summoning is the calling forth of something outside of oneself. It can call forth anything as long as the caster knows what they want. Many Summoners specialize with one summon so as to make it as powerful as possible. Sages tend to summon animals or animal spirits while other mages may summon demons or monsters. Summoning is like signing a contract and the payment is magic. Summoning is incredibly powerful but can be fatal if one calls something cannot be controlled. Summoning generally requires less magic and is literally more solid and indistinguishable from real life unlike Conjurations and can continue fighting without the caster's will. They are also harder to counter due to many of them being sentient or even sapient. Though, that intelligence can pose its own threat and summoning is far more complex and difficult to learn. As well as their solidity, they also cannot be easily dispelled if at all.

Applications: Gaining powerful sources of magic or power. Procuring allies, willing or not.
~~~

Mysticism:
Mysticism is the ability to see beyond and to manipulate the world as it is and not how it appears. Mysticism allows for the bypassing of the worlds physical limitations to allow for manipulation of matter and energy. Almost all mages practice mysticism without actually meaning to. It is one of the most common arts but also the most difficult to master. Most mystics near blindness early due to their sight.

Applications: Amplifying of magic. Self-control. Greater view of the universe. Knowledge.

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Casting:

Magic may be focused and cast in several ways. Casting is based mostly on focus. A lack of focus can lead to uncontrolled spells or dangerous rebounds.


Incantation:
Incanting is the use of words to focus one's magic. By speaking, whispering, writing, or singing words that represent the magic, a mage may utilize the magic. Due to the chaotic nature of magic, many generic spells have been developed using specific words. The words may not have the same strength on everyone, however, and many mages adapt these spells in their own way by changing the words to help them focus. A common technique is to make a pattern out of words. Rhyming is a very common form of incantation. Due to the outward expression of a mage's intent, many mages will choose to use code or different languages for their spellwork, to make countering more difficult.

Runes/Glyphs:

Runes and glyphs, also known as arrays, are used in a similar way to incantation but instead of focusing on vocalization, symbols are used to focus one's attention. Some forms of runes and materials used in runemaking may also have practical usage. Blood, for instance, is often used because magic easily travels down it, making it a very effective focus. Runes are often used at longer range, and usually out of duels, than incantation. Often times, however, both runes and incantations are used in conjunction to further better one's focus. Due to the use of runes in less urgent situations than incantation usually, they are not in code as often. Generic runes are often employed by students, but more personalized ones are common among more experienced mages. The more memorable a rune is, the easier it is to focus on, making the magic more stable.

Proxy:

Casting may not be done through oneself at all in some cases. Casting by proxy is the utilization of another object to do the casting. This is often employed through enchanted objects or summoned spirits. Common Proxy focuses are staves, amulets, and wands. Weapons like swords or shields may also be used as focuses. Proxy casting may also be done through another individual through possession, illusions, or by willful spiritual cohabitation.

Hand Signs:

Uncommon among dragons, hand signs are far more commonly used among Beastclans, particularly those with fingers and opposable thumbs. Using the symbols made with their hands, Maren, Serthis, and Centauri may focus magic through their hand signs, casting magic. Beastclan magic tends to be simpler and weaker than dragon magic, however. Serthis especially are quite dangerous because of their skill with both hand signs and guerrilla warfare.

Thought:

Thought casting is the simplest but simultaneously most dangerous technique used to cast magic. Technically speaking, all forms of casting involve thinking though. Thought casting alone lacks any sort of physical focus though, making it faster and less dependent on external forces, but that also makes it more prone to failure. Immense focus is required to make though casting succeed as even the slightest misstep while casting can cause unintended consequences or rebounds. This is incredibly dangerous and sometimes fatal. A large percentage of all magic accidents are due to thought casting. Thought casting is incredibly potent as well, making spells created in this way larger and harder to control. Spells that may take minutes or even hours can be done in seconds or less when thought casted and with more power. Only very experienced, focused, or lucky mages should attempt pure thought casting.


Casting:

Magic may be focused and cast in several ways. Casting is based mostly on focus. A lack of focus can lead to uncontrolled spells or dangerous rebounds.


Incantation:
Incanting is the use of words to focus one's magic. By speaking, whispering, writing, or singing words that represent the magic, a mage may utilize the magic. Due to the chaotic nature of magic, many generic spells have been developed using specific words. The words may not have the same strength on everyone, however, and many mages adapt these spells in their own way by changing the words to help them focus. A common technique is to make a pattern out of words. Rhyming is a very common form of incantation. Due to the outward expression of a mage's intent, many mages will choose to use code or different languages for their spellwork, to make countering more difficult.

Runes/Glyphs:

Runes and glyphs, also known as arrays, are used in a similar way to incantation but instead of focusing on vocalization, symbols are used to focus one's attention. Some forms of runes and materials used in runemaking may also have practical usage. Blood, for instance, is often used because magic easily travels down it, making it a very effective focus. Runes are often used at longer range, and usually out of duels, than incantation. Often times, however, both runes and incantations are used in conjunction to further better one's focus. Due to the use of runes in less urgent situations than incantation usually, they are not in code as often. Generic runes are often employed by students, but more personalized ones are common among more experienced mages. The more memorable a rune is, the easier it is to focus on, making the magic more stable.

Proxy:

Casting may not be done through oneself at all in some cases. Casting by proxy is the utilization of another object to do the casting. This is often employed through enchanted objects or summoned spirits. Common Proxy focuses are staves, amulets, and wands. Weapons like swords or shields may also be used as focuses. Proxy casting may also be done through another individual through possession, illusions, or by willful spiritual cohabitation.

Hand Signs:

Uncommon among dragons, hand signs are far more commonly used among Beastclans, particularly those with fingers and opposable thumbs. Using the symbols made with their hands, Maren, Serthis, and Centauri may focus magic through their hand signs, casting magic. Beastclan magic tends to be simpler and weaker than dragon magic, however. Serthis especially are quite dangerous because of their skill with both hand signs and guerrilla warfare.

Thought:

Thought casting is the simplest but simultaneously most dangerous technique used to cast magic. Technically speaking, all forms of casting involve thinking though. Thought casting alone lacks any sort of physical focus though, making it faster and less dependent on external forces, but that also makes it more prone to failure. Immense focus is required to make though casting succeed as even the slightest misstep while casting can cause unintended consequences or rebounds. This is incredibly dangerous and sometimes fatal. A large percentage of all magic accidents are due to thought casting. Thought casting is incredibly potent as well, making spells created in this way larger and harder to control. Spells that may take minutes or even hours can be done in seconds or less when thought casted and with more power. Only very experienced, focused, or lucky mages should attempt pure thought casting.


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Other/Extra:

-This will be heavily expanded upon as time goes, probably.

The Veil:

I am trying a way to condense my pages of theory and nonsense into this space. Stand by.

-Edit: This is taking longer than anticipated. I may have to pay somebody to do it for me.

There is another dimension beyond that which is known to dragonkind. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of dragons' fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call the Twilight Zone.


Spirits:

Spirits are ethereal creatures. They can be naturally occurring or can form from the death of living creatures. Spirits may also be created through necromancy or enchantment as well. Spirits range in power and tangibility from near non-existence to causing severe disasters or illusions. Spirits' abilities to communicate are generally limited to those with magical or spiritual perception. Most spirits formed from death possess little more than animal cunning, though they may recover some semblance of their late intelligence through several methods from time to realization. Spirits from the death of creatures sometimes persist and can remain on Sorniet or phase through the barrier forces into the Veil and into other, more hospitable realms. Other times, spirits will bind themselves to living or non-living things on Sornieth to remain. This can cause hauntings, blessings, curses, or nothing at all. Sometimes none of those.

Spirits that occur naturally are souls unbound to a body or otherwise. They are uncommon on Sornieth due to the prevalence of solid matter and magical currents. A spirit is fragile and can be pulled apart if something were to go wrong. They can have some effect on their environment, however. These spirits are usually attracted to areas where the barrier forces are weaker or where a lot of magic is being used. They are often partially intelligent, even to the point of sapience. Many are mere wisps with little more than childish curiosity. They can be playful or even helpful. But, they can also be spiteful and cruel given the right circumstances. Spirits like this may be thousands of years old and live outside Sornieth in either the Veil or in one of the bordering Aethers. They are also common in Nethers where a large number of the dead may congregate. Natural spirits are usually more powerful than deadborne ones and can be found in connected to items or dragons. They can be bribed with magic to aid a mage as well, but they can also be forced with Necromancy or tethering magic. Often mages in search of power call on vicious, powerful spirits, but these are fully willing to possess a host if given the chance. If a mage calls something that they cannot control, it can be deadly or worse. A malicious spirit is often called a demon. Even spirits that are just panicked or scared may retaliate though.

Spirits can also be formed from living creatures. Normally, only extraordinarily powerful creatures can do this such as dragons or magical beings. In areas where magical density is unusually high or where the Veil is closer to the surface, spirits of lesser organisms are more common. Places like grottos sometimes have spirit animals. Sages commune with such spirits as well. Plants usually produce no spirits because they have very little magic. Certain plants do have the magic to do so, but it is still rare. Enchanted or sentient plants are sometimes an exception. When a creature, like a dragon, dies, their soul may persist for a time. It could be seconds or centuries in truth. It depends on the environment, the dragon, and the spirit. Larger spirits can naturally last longer but they are more prone to spontaneous dissolution. Smaller souls are far more stable, but are less likely to survive for long. Spirits that manage to stay stable and begin to absorb magic passively may last forever. Over time, these spirits may regain their sentience and sapience, but others never lost it. Death can be incredibly disorienting though. Spirits are prone to emotional extremes, especially anger and despair. Spirits that lose their ability to empathize and/or feel remorse may become increasingly violent. Emotional stress can empower spirits, angry ones can cause a lot of harm to the spirits and bodies of others and may even possess another given enough power. These spirits are also considered demonic.

Artificial spirits are those created by usually magical means. Mechanical devices that collect magic can also do this. Spirits made in this way can be altered on purpose for different uses as well. This is most prevalent in Enchanting and Necromancy, though it is usually called Necromancy regardless. Artificial spirits are difficult to produce and are usually unstable, but they can be very powerful. Normally, a tether is needed to keep the spirit cohesive. Artificial spirits are usually indistinguishable from normal spirits but they can be detected due to their more regular spiritual patterns. For a lack of better words, artificial spirits are usually more symmetrical than naturally or deadborne ones.

Emotions:

Emotion is an integral part of nearly every dragon in Sornieth. It builds them just as much as their deities and their magic and can likewise be quite fragile. The body can age and become ill, faith can Wain or turn into pain, and emotion can numb or rage out of control. The soul is very important to Dragon Physiology. It has never been meant to be without it. The soul, over the millennia, has also come to be affected by and to affect emotion in many ways.
Other/Extra:

-This will be heavily expanded upon as time goes, probably.

The Veil:

I am trying a way to condense my pages of theory and nonsense into this space. Stand by.

-Edit: This is taking longer than anticipated. I may have to pay somebody to do it for me.

There is another dimension beyond that which is known to dragonkind. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of dragons' fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call the Twilight Zone.


Spirits:

Spirits are ethereal creatures. They can be naturally occurring or can form from the death of living creatures. Spirits may also be created through necromancy or enchantment as well. Spirits range in power and tangibility from near non-existence to causing severe disasters or illusions. Spirits' abilities to communicate are generally limited to those with magical or spiritual perception. Most spirits formed from death possess little more than animal cunning, though they may recover some semblance of their late intelligence through several methods from time to realization. Spirits from the death of creatures sometimes persist and can remain on Sorniet or phase through the barrier forces into the Veil and into other, more hospitable realms. Other times, spirits will bind themselves to living or non-living things on Sornieth to remain. This can cause hauntings, blessings, curses, or nothing at all. Sometimes none of those.

Spirits that occur naturally are souls unbound to a body or otherwise. They are uncommon on Sornieth due to the prevalence of solid matter and magical currents. A spirit is fragile and can be pulled apart if something were to go wrong. They can have some effect on their environment, however. These spirits are usually attracted to areas where the barrier forces are weaker or where a lot of magic is being used. They are often partially intelligent, even to the point of sapience. Many are mere wisps with little more than childish curiosity. They can be playful or even helpful. But, they can also be spiteful and cruel given the right circumstances. Spirits like this may be thousands of years old and live outside Sornieth in either the Veil or in one of the bordering Aethers. They are also common in Nethers where a large number of the dead may congregate. Natural spirits are usually more powerful than deadborne ones and can be found in connected to items or dragons. They can be bribed with magic to aid a mage as well, but they can also be forced with Necromancy or tethering magic. Often mages in search of power call on vicious, powerful spirits, but these are fully willing to possess a host if given the chance. If a mage calls something that they cannot control, it can be deadly or worse. A malicious spirit is often called a demon. Even spirits that are just panicked or scared may retaliate though.

Spirits can also be formed from living creatures. Normally, only extraordinarily powerful creatures can do this such as dragons or magical beings. In areas where magical density is unusually high or where the Veil is closer to the surface, spirits of lesser organisms are more common. Places like grottos sometimes have spirit animals. Sages commune with such spirits as well. Plants usually produce no spirits because they have very little magic. Certain plants do have the magic to do so, but it is still rare. Enchanted or sentient plants are sometimes an exception. When a creature, like a dragon, dies, their soul may persist for a time. It could be seconds or centuries in truth. It depends on the environment, the dragon, and the spirit. Larger spirits can naturally last longer but they are more prone to spontaneous dissolution. Smaller souls are far more stable, but are less likely to survive for long. Spirits that manage to stay stable and begin to absorb magic passively may last forever. Over time, these spirits may regain their sentience and sapience, but others never lost it. Death can be incredibly disorienting though. Spirits are prone to emotional extremes, especially anger and despair. Spirits that lose their ability to empathize and/or feel remorse may become increasingly violent. Emotional stress can empower spirits, angry ones can cause a lot of harm to the spirits and bodies of others and may even possess another given enough power. These spirits are also considered demonic.

Artificial spirits are those created by usually magical means. Mechanical devices that collect magic can also do this. Spirits made in this way can be altered on purpose for different uses as well. This is most prevalent in Enchanting and Necromancy, though it is usually called Necromancy regardless. Artificial spirits are difficult to produce and are usually unstable, but they can be very powerful. Normally, a tether is needed to keep the spirit cohesive. Artificial spirits are usually indistinguishable from normal spirits but they can be detected due to their more regular spiritual patterns. For a lack of better words, artificial spirits are usually more symmetrical than naturally or deadborne ones.

Emotions:

Emotion is an integral part of nearly every dragon in Sornieth. It builds them just as much as their deities and their magic and can likewise be quite fragile. The body can age and become ill, faith can Wain or turn into pain, and emotion can numb or rage out of control. The soul is very important to Dragon Physiology. It has never been meant to be without it. The soul, over the millennia, has also come to be affected by and to affect emotion in many ways.
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Clan Mages:

~Dragons that utilize magic consciously and with control~

Note: A majority of dragons can use magic, as it is their being. Not all dragons can use it in a controlled manner, however. Only dragons that can both use magic and control it will be placed in this list.

Dragons may only hold their own element and neutral magic within their body. Alternative elements must be kept elsewhere or be converted from existed magic as needed.

Order(s) - Whether Auric, Soul, or both are utilized.
Element(s) - The elements the dragon may command with the most proficiency. (Neutral is Implied)
Class(es) - The magical classes that the dragon is most proficient with.
Casting - The dragon's method of casting.


Achaius:
Order(s): Soul
Element(s): Arcane
Class(es): Enchanting
Casting: Runes and incantation

Arnskar:
Order(s): Soul and Auric
Element(s): Earth and Fire
Class(es): Destruction and Enchanting
Casting: Proxy and thought

Augur:
Order(s): Soul
Element(s): Arcane and Water
Class(es): Mysticism
Casting: Incantation and runes

Bacchus:
Order(s): Soul
Element(s): Nature and Arcane
Class(es): Alteration
Casting: Runes and incantation

Cato:
Order(s): Soul
Element(s): Arcane and Shadow
Class(es): Destruction and Illusion
Casting: Thought and Incantation

Coyote:
Order(s): Auric
Element(s): Light and Shadow
Class(es): Illusion
Casting: Incantation

Hazel:
Order(s): Soul
Element(s): Ice
Class(es): Curse and Sacrificial
Casting: Runes, incantation, and by proxy

Julian:
Order(s): Soul
Element(s): Ice
Class(es): Mysticism
Casting: Thought

Kaja:
Order(s): Soul and Auric
Element(s): Light
Class(es): Restoration and Illusion
Casting: Incantation

Lenne
Order(s): Soul
Element(s): Arcane
Class(es): Illusion
Casting: Incantation and runes

Lodon:
Order(s): Auric
Element(s): Nature and Fire
Class(es): Blood Magic
Casting: Runes and incantation

Mara:
Order(s): Soul
Element(s): Arcane
Class(es): Restoration
Casting: Incantation and runes

Mardikan:
Order(s): Auric
Element(s): Plague
Class(es): Destruction
Casting: Incantation

Marva:
Order(s): Soul
Element(s): Shadow
Class(es): Conjuration, Enchanting, and Illusion
Casting: Incantation and runes

Mauroban:
Order(s): Soul
Element(s): Earth
Class(es): Summoning, Restoration, and Necromancy
Casting: Incantation and runes

Minerva:
Order(s): Soul
Element(s): Arcane
Class(es): Mysticism
Casting: Incantation, runes, and thought

Nairobi:
Order(s): N/A
Element(s): Arcane
Class(es): Brewer
Casting: Proxy

Newt:
Order(s): Soul
Element(s): Wind
Class(es): Alteration
Casting: Incantation and runes

Nightfall:
Order(s): Soul
Element(s): Wind and Arcane
Class(es): Mysticism
Casting: Thought, Incantation, and Runes

Nyura:
Order(s): Auric
Element(s): Light
Class(es): Destruction
Casting: Thought and Incantation

Oda:
Order(s): Soul and Auric
Element(s): Water and Ice
Class(es): Curse and Destruction
Casting: Incantation and runes

Ricca:
Order(s): Soul
Element(s): Arcane and Lightning
Class(es): Destruction
Casting: Incantation and runes

Orion:
Order(s): Auric
Element(s): Arcane
Class(es): Alchemy
Casting: Proxy and runes

Ryujin:
Order(s): Soul
Element(s): Fire
Class(es): Destruction
Casting: Thought

Ser:
Order(s): Auric
Element(s): Light and Fire
Class(es): Mysticism
Casting: Incantation and runes

Silbern:
Order(s): Soul
Element(s): Shadow and Water
Class(es): Mysticism and Summoning
Casting: Thought, incantation, and runes

Shirayuki:
Order(s): Soul
Element(s): Ice and Wind
Class(es): Enchanting and Restoration
Casting: Thought and incantation

Soteris:
Order(s): Soul
Element(s): Arcane and Water
Class(es): Enchanting
Casting: Runes and incantation

Stark:
Order(s): N/A
Element(s): Water and Lightning
Class(es): Enchanting (Technomancy)
Casting: Incantation and runes

Stargazer:
Order(s): Soul
Element(s): Arcane and Light
Class(es): Mysticism
Casting: Thought, incantation, and runes

Stein:
Order(s): Soul and Auric
Element(s): Plague, Arcane, Earth, and Nature
Class(es): Necromancy, Enchanting, and Summoning
Casting: Thought and incantation

Trinity:
Order(s): Soul
Element(s): Wind and Water
Class(es): Mysticism
Casting: Incantation


Clan Mages:

~Dragons that utilize magic consciously and with control~

Note: A majority of dragons can use magic, as it is their being. Not all dragons can use it in a controlled manner, however. Only dragons that can both use magic and control it will be placed in this list.

Dragons may only hold their own element and neutral magic within their body. Alternative elements must be kept elsewhere or be converted from existed magic as needed.

Order(s) - Whether Auric, Soul, or both are utilized.
Element(s) - The elements the dragon may command with the most proficiency. (Neutral is Implied)
Class(es) - The magical classes that the dragon is most proficient with.
Casting - The dragon's method of casting.


Achaius:
Order(s): Soul
Element(s): Arcane
Class(es): Enchanting
Casting: Runes and incantation

Arnskar:
Order(s): Soul and Auric
Element(s): Earth and Fire
Class(es): Destruction and Enchanting
Casting: Proxy and thought

Augur:
Order(s): Soul
Element(s): Arcane and Water
Class(es): Mysticism
Casting: Incantation and runes

Bacchus:
Order(s): Soul
Element(s): Nature and Arcane
Class(es): Alteration
Casting: Runes and incantation

Cato:
Order(s): Soul
Element(s): Arcane and Shadow
Class(es): Destruction and Illusion
Casting: Thought and Incantation

Coyote:
Order(s): Auric
Element(s): Light and Shadow
Class(es): Illusion
Casting: Incantation

Hazel:
Order(s): Soul
Element(s): Ice
Class(es): Curse and Sacrificial
Casting: Runes, incantation, and by proxy

Julian:
Order(s): Soul
Element(s): Ice
Class(es): Mysticism
Casting: Thought

Kaja:
Order(s): Soul and Auric
Element(s): Light
Class(es): Restoration and Illusion
Casting: Incantation

Lenne
Order(s): Soul
Element(s): Arcane
Class(es): Illusion
Casting: Incantation and runes

Lodon:
Order(s): Auric
Element(s): Nature and Fire
Class(es): Blood Magic
Casting: Runes and incantation

Mara:
Order(s): Soul
Element(s): Arcane
Class(es): Restoration
Casting: Incantation and runes

Mardikan:
Order(s): Auric
Element(s): Plague
Class(es): Destruction
Casting: Incantation

Marva:
Order(s): Soul
Element(s): Shadow
Class(es): Conjuration, Enchanting, and Illusion
Casting: Incantation and runes

Mauroban:
Order(s): Soul
Element(s): Earth
Class(es): Summoning, Restoration, and Necromancy
Casting: Incantation and runes

Minerva:
Order(s): Soul
Element(s): Arcane
Class(es): Mysticism
Casting: Incantation, runes, and thought

Nairobi:
Order(s): N/A
Element(s): Arcane
Class(es): Brewer
Casting: Proxy

Newt:
Order(s): Soul
Element(s): Wind
Class(es): Alteration
Casting: Incantation and runes

Nightfall:
Order(s): Soul
Element(s): Wind and Arcane
Class(es): Mysticism
Casting: Thought, Incantation, and Runes

Nyura:
Order(s): Auric
Element(s): Light
Class(es): Destruction
Casting: Thought and Incantation

Oda:
Order(s): Soul and Auric
Element(s): Water and Ice
Class(es): Curse and Destruction
Casting: Incantation and runes

Ricca:
Order(s): Soul
Element(s): Arcane and Lightning
Class(es): Destruction
Casting: Incantation and runes

Orion:
Order(s): Auric
Element(s): Arcane
Class(es): Alchemy
Casting: Proxy and runes

Ryujin:
Order(s): Soul
Element(s): Fire
Class(es): Destruction
Casting: Thought

Ser:
Order(s): Auric
Element(s): Light and Fire
Class(es): Mysticism
Casting: Incantation and runes

Silbern:
Order(s): Soul
Element(s): Shadow and Water
Class(es): Mysticism and Summoning
Casting: Thought, incantation, and runes

Shirayuki:
Order(s): Soul
Element(s): Ice and Wind
Class(es): Enchanting and Restoration
Casting: Thought and incantation

Soteris:
Order(s): Soul
Element(s): Arcane and Water
Class(es): Enchanting
Casting: Runes and incantation

Stark:
Order(s): N/A
Element(s): Water and Lightning
Class(es): Enchanting (Technomancy)
Casting: Incantation and runes

Stargazer:
Order(s): Soul
Element(s): Arcane and Light
Class(es): Mysticism
Casting: Thought, incantation, and runes

Stein:
Order(s): Soul and Auric
Element(s): Plague, Arcane, Earth, and Nature
Class(es): Necromancy, Enchanting, and Summoning
Casting: Thought and incantation

Trinity:
Order(s): Soul
Element(s): Wind and Water
Class(es): Mysticism
Casting: Incantation


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