As part of human nature, we possess an incessant desire to understand and classify everything - from the stars above to the lands beneath us, and the creatures that roam them. Yet we encounter a new problem when confronted with magic. How do we understand something that, by its very nature, breaks the established rules?
Over the centuries, we have devised many systems before arriving at our modern understanding: that every magician or sorcerer requires two components - a type and a source. However even this this system is far from perfect, riddled with frustrating overlaps and countless exceptions. I do wonder how the Higher World sees order in this beautiful mess.
Contract Magic
- An incredibly rare and ancient form of magic, only known through secondary sources that mention it.
- A user creates a contract with a deity to gain magical power.
- Contracts can be passed on unknowingly to people unrelated to the initial agreement.
- The process has never been directly observed or recorded.
Symbol Magic
- Ancient runes carved into a material to grant it magical power.
- Symbols can be carved into flesh, but this is highly frowned upon across all cultures.
- New symbols and their abilities are discovered through trial and error.
- Symbols are material-specific.
Artifact Magic
- Artifacts are magical items dropped by monsters or magical beasts.
- They can be used to perform spells, but usually have a limited number of uses.
- Artifacts are often stockpiled for military purposes.
Potion Magic
- Potions are created by extracting magic from plants.
- Some plants possess inherent magical properties, while others become magical after a symbol (see Symbol Magic) is carved onto them.
- The distinction between a naturally biological plant and a magical plant is not always clear, so potion masters are often trained with extensive botanical knowledge.
- Potions may combine magical and non-magical plants, and doctors, medics, and potion masters commonly use both.
- Potions may be offensive or defensive. Some require the user to drink them, while others are thrown at the target.
Healing Potions
- The most common potion is the healing potion, which heals physical wounds.
- It is ineffective against diseases and poisons.
- Using one is incredibly painful. The more severe the injuries, the greater the pain, leaving the user temporarily paralysed in agony.
- Monster hunters commonly use healing potions in the field, although they are advised to escape danger before doing so, as the pain is too intense to endure while fighting.
Soul Magic
According to some scholars, Soul Magic is not a type of magic at all, but a natural component of a human.
- Certain humans are born with greater Soul Magic than others.
- It enhances speed and allows people to see souls through the Soul Realm.
Soul Metaphysics
- A soul is tethered to a body by a soul string.
- A person capable of Soul Magic can disassociate their soul from their body, allowing it to move independently.
- As the soul moves away from the body, it gets dragged along by the soul string, like the snap of a rubber band.
- Sudden soul movements or excessive strain may snap the soul string, killing the user.
- The faster a user can separate their soul, the more erratic and rapid their movement becomes.
- Souls operate separately from linear time and can partially equalise speed gaps.
- Non-living objects and structures cannot be sensed by a soul.
Soul Types
- All Soulful beings possess a soul type that defines their inner inclinations. For example, a Destroyer type is inclined toward destructive activities, while a Defeated type is inclined to give up and do nothing in the face of adversity.
- A soul type represents how a person would act without morality, not how they will act in reality.
- As everyone possesses one, it cannot be used to judge character or establish guilt.