This post is Part 4 of a series to augment the Magic of the Known World available for free download. Start with Part 1 here.
This and other mystic resources are gathered in my Magic Directory for you to explore.
Find more worldbuilding content in my Codex Directory.
The properties of magic from Part 1 of this series let scholars group all the different magics of the Known World into the Magic Codex, a functioning taxonomy of magic.
This post corresponds with Magic Codex Chapter 4 - Natural Magic.
The natural magic class is comprised of magics that can come naturally to an individual. These magics arise instinctively in children and are mastered by repetition. While natural magics can be developed infinitely, inception and study change when a person's limit point is reached. Individual limits vary per person and are more generally defined by race.
The three branches of natural magic are elemental, sensory, and special magic, each of which contains a number of purviews. An individual has natural access to certain purviews, but not to others. Purviews outside of these natural aptitudes can still be studied as foreign magics, described in Magic Codex Chapter 5.
Every race has a standard pair of two purviews for each branch of natural magic, resulting in three total pairings and six total purviews for individuals of that race. The stronger power in a given pairing is known as the prime magic, while the weaker power is the called the latent magic.
In my Tales of the Known World saga, every race has a standard prime magic for each pairing, though individual deviations are not uncommon. Latent magics can range in strength, from as strong as the prime magic itself, down to barely present or even undetected.
The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.
Within the codex, the term elemental magic is located at (3.1.1) and is defined as:
The term elemental magic is the branch for magics that manipulate an element to create effects (as in, Faeries have strong elemental magic, or, One purview of elemental magic is water magic).
There are six known purviews of elemental magic, four of which fall into the natural magic class and two of which fall into the foreign magic class. The four natural magic purviews are air, water, earth, and dark magic, which form the following standard pairings for different races:
Water magic involves controlling water, healing through the circulatory system, and crafting glassware and other goods fashioned while molten or liquid.
Earth magic involves controlling the soil, healing through the musculoskeletal system, and crafting gems and other stones by manipulating subterranean pressure.
Dark magic involves creating and controlling flames and electricity, healing through the nervous system, and crafting flame or lightning into physical objects like swords or gates.
Unique among the known purviews, dark magic can also arise as an additional latent magic in any user who has turned, described in Magic Codex Chapter 9. Therefore, anyone known to wield dark magic is thought of as evil, regardless of his actual alignment and personality.
For more about these magics, see Chapter 4 of the Magic Codex available above.
Within the codex, the term sensory magic is located at (3.1.2) and is defined as:
The term sensory magic is the branch for magics that manipulate a sense to create effects (as in, Light magic is a purview of sensory magic, or, Nymphs tend to have weak sensory magics). It is also called sense magic (as in, Humans have strong sense magics).
There are seven known purviews of sensory magic, five of which fall into the natural magic class and two of which fall into the foreign magic class. The five natural magic purviews are scent, flavor, light, sound, and touch magic, which form the following standard pairings for different races:
Flavor magic involves controlling the flavorful particles within solids and liquids, healing through the sense of taste, and crafting foods and drinks through the manipulation of flavor.
Light magic involves controlling the reflection and refraction of light as it travels, healing through the sense of sight, and crafting mirrors and prisms through the manipulation of light.
Sound magic involves controlling vibrations as they travel through matter, healing through the sense of hearing, and crafting resonance chambers for musical instruments or buildings through the manipulation of sound.
Touch magic involves controlling the texture and consistency of objects, healing through the sense of touch, and crafting textiles and furniture though the manipulation of texture and consistency.
For more about these magics, see Chapter 4 of the Magic Codex available below.
The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.
Within the codex, the term special magic is located at (3.1.3) and is defined as:
The term special magic is the branch for magics that manipulate a special metaphorical sense to create effects (as in, Special magic runs strong in the elves, or, Plant magic is a purview of special magic).
There are five known purviews of special magic, all of which fall into the natural magic class. The five natural magic purviews are intent, the Gift, animal, metal, and plant magic, which form the following standard pairings for different races:
The Gift is metaphorically the sight into the future that lets a user scry for visions or enter a trance for prophesy. For more information about the role and inner workings of prophesy, see the Prophesy Appendix.
Animal magic is metaphorically the tongue of the beasts allowing communication between people and animals. It involves discerning and influencing the hearts of nearby animals.
Metal magic is metaphorically the ringing of the sword that emanates from a blacksmith's anvil. It involves discerning and influencing the metals within objects, ores, and open veins in the earth. Users can also craft alloys with desired properties, and craft objects using a forge or a furnace.
Plant magic is metaphorically the touch of the earth that graces those who commune with nature. It involves discerning and influencing the surrounding plant life and the various uses of those plants. Users can also craft potions with desired properties, and craft threads textiles using a spindle or loom.
For more about these magics, see Chapter 4 of the Magic Codex available above.
That's it for this post! Up Next: The four branches of foreign magic...
For the complete Magic Codex, enter your email above.
This and other mystic resources are gathered in my Magic Directory for you to explore.
Find more worldbuilding content in my Codex Directory.
The properties of magic from Part 1 of this series let scholars group all the different magics of the Known World into the Magic Codex, a functioning taxonomy of magic.
This post corresponds with Magic Codex Chapter 4 - Natural Magic.
The natural magic class is comprised of magics that can come naturally to an individual. These magics arise instinctively in children and are mastered by repetition. While natural magics can be developed infinitely, inception and study change when a person's limit point is reached. Individual limits vary per person and are more generally defined by race.
Check out the Magic of the Known World for more resources!
The three branches of natural magic are elemental, sensory, and special magic, each of which contains a number of purviews. An individual has natural access to certain purviews, but not to others. Purviews outside of these natural aptitudes can still be studied as foreign magics, described in Magic Codex Chapter 5.
Every race has a standard pair of two purviews for each branch of natural magic, resulting in three total pairings and six total purviews for individuals of that race. The stronger power in a given pairing is known as the prime magic, while the weaker power is the called the latent magic.
In my Tales of the Known World saga, every race has a standard prime magic for each pairing, though individual deviations are not uncommon. Latent magics can range in strength, from as strong as the prime magic itself, down to barely present or even undetected.
Download the complete Magic Codex:
The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.
Within the codex, the term elemental magic is located at (3.1.1) and is defined as:
elemental magic (N) A magic that grants powers over an element, and that creates effects upon or using that element.
The term elemental magic is the branch for magics that manipulate an element to create effects (as in, Faeries have strong elemental magic, or, One purview of elemental magic is water magic).
There are six known purviews of elemental magic, four of which fall into the natural magic class and two of which fall into the foreign magic class. The four natural magic purviews are air, water, earth, and dark magic, which form the following standard pairings for different races:
Air magic involves controlling the air, healing through the respiratory system, and crafting leathers and other preserved goods through curing factors like air humidity and convection.
RACE PRIME LATENT Faerie Air Water Mer Water Air Human Earth Dark Elf Earth Air Nymph Earth Water
Water magic involves controlling water, healing through the circulatory system, and crafting glassware and other goods fashioned while molten or liquid.
Earth magic involves controlling the soil, healing through the musculoskeletal system, and crafting gems and other stones by manipulating subterranean pressure.
Dark magic involves creating and controlling flames and electricity, healing through the nervous system, and crafting flame or lightning into physical objects like swords or gates.
Unique among the known purviews, dark magic can also arise as an additional latent magic in any user who has turned, described in Magic Codex Chapter 9. Therefore, anyone known to wield dark magic is thought of as evil, regardless of his actual alignment and personality.
For more about these magics, see Chapter 4 of the Magic Codex available above.
Check out the Magic of the Known World for more resources!
Within the codex, the term sensory magic is located at (3.1.2) and is defined as:
sensory magic (N) A magic that grants powers over a sense, and that creates effects upon or using that sense. Also: sense magic
The term sensory magic is the branch for magics that manipulate a sense to create effects (as in, Light magic is a purview of sensory magic, or, Nymphs tend to have weak sensory magics). It is also called sense magic (as in, Humans have strong sense magics).
There are seven known purviews of sensory magic, five of which fall into the natural magic class and two of which fall into the foreign magic class. The five natural magic purviews are scent, flavor, light, sound, and touch magic, which form the following standard pairings for different races:
Scent magic involves controlling scented particles released into the air or water, healing through the sense of smell, and crafting incense and oils through the manipulation of scent.
RACE PRIME LATENT Faerie Scent Flavor Mer Flavor Light Human Light Sound Elf Sound Touch Nymph Touch Scent
Flavor magic involves controlling the flavorful particles within solids and liquids, healing through the sense of taste, and crafting foods and drinks through the manipulation of flavor.
Light magic involves controlling the reflection and refraction of light as it travels, healing through the sense of sight, and crafting mirrors and prisms through the manipulation of light.
Sound magic involves controlling vibrations as they travel through matter, healing through the sense of hearing, and crafting resonance chambers for musical instruments or buildings through the manipulation of sound.
Touch magic involves controlling the texture and consistency of objects, healing through the sense of touch, and crafting textiles and furniture though the manipulation of texture and consistency.
For more about these magics, see Chapter 4 of the Magic Codex available below.
Download the complete Magic Codex:
The Known World is rife with magic. Over time, scholars have compiled all these magics and magical effects into a comprehensive taxonomy. For more about the role and inner workings of magic, check out the complete Magic Codex above.
Within the codex, the term special magic is located at (3.1.3) and is defined as:
special magic (N) A magic that grants powers over a special metaphorical sense, and that creates effects upon or using that metaphorical sense.
The term special magic is the branch for magics that manipulate a special metaphorical sense to create effects (as in, Special magic runs strong in the elves, or, Plant magic is a purview of special magic).
There are five known purviews of special magic, all of which fall into the natural magic class. The five natural magic purviews are intent, the Gift, animal, metal, and plant magic, which form the following standard pairings for different races:
Intent magic is metaphorically the nose for trouble regarding the intentions of others. It involves discerning and influencing people's motivations and intentions, whether hidden or overt.
RACE PRIME LATENT Faerie Intent Plant Mer The Gift Animal / Intent * Human Animal The Gift Elf Metal Animal Nymph Plant Metal
* Uniquely, the standard pairing for mers differs by phenotype. Blue mers have animal magic as their latent talent, and green mers have intent magic as their latent talent.
The Gift is metaphorically the sight into the future that lets a user scry for visions or enter a trance for prophesy. For more information about the role and inner workings of prophesy, see the Prophesy Appendix.
Animal magic is metaphorically the tongue of the beasts allowing communication between people and animals. It involves discerning and influencing the hearts of nearby animals.
Metal magic is metaphorically the ringing of the sword that emanates from a blacksmith's anvil. It involves discerning and influencing the metals within objects, ores, and open veins in the earth. Users can also craft alloys with desired properties, and craft objects using a forge or a furnace.
Plant magic is metaphorically the touch of the earth that graces those who commune with nature. It involves discerning and influencing the surrounding plant life and the various uses of those plants. Users can also craft potions with desired properties, and craft threads textiles using a spindle or loom.
For more about these magics, see Chapter 4 of the Magic Codex available above.
That's it for this post! Up Next: The four branches of foreign magic...
For the complete Magic Codex, enter your email above.
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