Inherent Magic
Elements
Most mortals inherit an element from their parents--meaning that, in Yume at this time, you can almost always tell a person's magical alignment by their race. Inherent magic is divided between the elements but also between Life and Death's domains. The thirteen elements are Celestial, Dark, Forest, Animal,
Time,
Thunder,
Earth,
Rock,
Wind,
Fire,
Water,
Music and
Spirit.
Fire
This element falls under Life's domain; in other words, it is purely offensive and cannot be used for healing or protection. Magic users of this type, such as Summers, can create fires (which then behave as a normal fire) or sustain magical fires (which cannot be put out without another spell or the exhaustion of the caster.) Extremely powerful Fire users can manipulate Lightning, at much higher magical exhaustion. Spells include Spark (non-magical) and Cinder (magical.)
Earth
This element bridges domains; users, such as Autumns, can cast both offensive and defensive magic. They cannot heal, but they can create shields of earth. Most of the spells are Earth manipulation, the mid-range spells including earth transformation, the hardest being earth creation. Powerful Earth users can manipulate Rock easily (if expensively) because of the close connection of the two elements. Spells include Quake (manipulation,) Ashes (transformation) and Marble (creation.)
Wind
This element bridges domains; users, such as Winters, cannot heal, but they can create shields of wind. Users can create and manipulate air, and also temperature by using air to cool things down. Spells include Raven and Gale.
Healing
This element falls under Death's domain; users, such as Springs, can heal, enhance themselves and protect. However, some sleep spells and the spell Mindlock also falls under this domain. In its lesser form, it removes sentience; in its greater form, it removes sentience and controls. It is Healing's most expensive spell, and even a full cape mage can only cast it once. Spells include Greentouch, Greensight, Restore, R.I.P and Mindlock.
Cursed and Holy
Never let it be said the Gods don't play favorites--these elements were bequeathed to Life and Death's peoples, although they do not fall under just one or the other. Death's people, the demons, in addition to having the combination Fire-Earth element (with particular spells such as Lava) have Cursed spells. Their opposite (but acting in almost the same way) are Holy spells, given to Life's people, humanity, and then given to everyone else when humans lost their magic. All demons have Cursed magic, but only spirits and the highly spiritual have Holy magic. It is unknown whether Cursed magic can be gained by mortals. There are other race particular spells, but Cursed and Holy are the most well known. Spells include Reanimate, Divine Wind and Clari.
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