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This post is Part 4 of a series to augment The Worldbuilder's Handbook available for free download. Start with Part 1 here.
This and other mystic resources are gathered in my Magic Directory for you to explore.
Using the three properties of magic covered in Part 1 of this series, all the different magics of the Known World are grouped into classes. The natural magic class arises instinctively in children and is developed through experience.
For each of branch of natural magic, a given race accesses a particular prime power, which is their dominant magic. They also access a particular latent power, which ranges from barely present to as strong as the prime power. In my Tales of the Known World saga, every individual accesses a total of six types of natural magic, though their weaker abilities may go undetected.
Natural magics fall into one of three branches: Elemental, Sensory, and Special Magic. See the Magic Codex of the Known World for more information on specific spells.
Elemental magic grants a user powers over a particular element.
The four natural elements are: Air, Water, Earth, and Dark Magic.
Air magic grants a user powers over air and other gases.
Water magic grants a user powers over water and other liquids.
Earth magic grants a user powers over earth and other terrain.
Dark magic grants a user powers over fire and other heat. This element is usually dormant, but arises as an additional latent power in users who have turned.
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Sensory magic grants a user powers over a particular sense.
The five natural senses are: Scent, Flavor, Light, Sound, and Touch Magic.
Scent magic grants a user powers over scent and the sense of smell.
Flavor magic grants a user powers over flavor and the sense of taste.
Light magic grants a user powers over light and the sense of sight.
Sound magic grants a user powers over sound and the sense of hearing.
Touch magic grants a user powers over vibration and the sense of touch.
Special magic grants a user powers over a particular metaphorical sense.
The five metaphorical senses are: Intent, The Gift, Animal, Metal, and Plant Magic.
Intent magic is the "nose for trouble" regarding the intentions of others.
The Gift is "sight into the future" with powers to scry and prophesy.
Animal magic is the "tongue of the beasts" that communes with animals.
Metal magic is the "ringing of the sword" for blacksmiths and smelters.
Plant magic is the "touch of the earth" within fibers and growth.
That's it for this post! Up Next: The three branches of foreign magic...
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