Magic Types of Sornieth

lionsongfr:

Inspired by my forever love of Mercedes Lackey books and lostperceptionfr’s
headcanon, I decided to write about my own magic nomenclature and meanings for
Sornieth.

Inner Magic

– is
the stores of magic within every dragon. Element of the dragon dictates how
that magic can be used, but the channels and storage of magic is neutral till harnessed
by the spells of the dragon. The amount of inner magic storage and replenishment
of inner magic is dependent on the genetics of the dragon, though repeated use
of magic over time can lead to swifter replenishment. A dragon with too much
magic may lead to accidental dispersal of the magic, though this is more often
seen in hatchies than adult dragons. Using up one’s inner magic will lead to unconsciousness
and continued use afterwards (from a draining spell or channeling to another
mage) will lead to the mage’s lifeforce being used. Magic can be channeled from
dragon to dragon to bolster internal reserves of magic, mostly for healing but
also used for battle.

Specialty Magics
magics that can only draw on inner magic stores or channeled magic, considered
neutral magics but can be influenced by elemental magic abilities. Can be found
singularly in a dragon or coinciding with regular magic abilities.

Mind Magic (Psychic
Magic)-
this magic has a variety of types centered around use of the mind
to control it. The types are: Mindspeech (speak mind to mind), Farsight (see the
land in the distance past physical sight), Foresight/Past Sight (Seer-like abilities
to see the future or past), Empathy (ability to feel the emotions of others,
innate in Skydancers), Fetching (ability to move items place to place), Thought-sensing
(ability to hear the thoughts of others). This magic is determined by genetics
and species. Some of these abilities are more often found in specific Flights,
such as Foresight/Past sight in Water dragons and Fetching in Wind dragons.

—-Healing Magic
magic to speed up the abilities of a body to repair itself.  (speeding up natural recovery) Can repair
damages due to injury and illness, but not birth defects or lost limbs. Allows
for internal sight of the body to see damaged or infected areas.  Almost all mages can learn healing magic, but
not all healers are general magic users. It requires an aptitude for the magic
along with the concentration and education of the varying bodies of their
patients.

—-Bardic Magic
this magic is controlled by the mind but requires the performance of music. It can
influence the emotions, thoughts, and memories of individuals in correlation to
the music. Mostly used as an enhancer to a performance. This gift is mainly
found in Wind dragons, though it is not limited to that Flight.

—-Dream Magic– magic
to walk in one’s own dreams or another’s (via mind to mind contact), and to
control those dreams. It is considered a type of mind healing, though this
magic is not always morally bound by the duties of a healer and can be used for
amusement or recreation. It can be dangerous to both Dream-walker and dreamer,
so consent of both parties should be required before use of this magic.

Outer Magic

– is
the stores of magic outside of the dragon. The elemental type of this magic is
dictated by their source a.k.a. the deities and their major wellsprings of
magic. (Pieces of the Pillar, Behemoth, Wyrmwound, Arcane’s crystals from the
magical explosion) This magic runs in lines (or streams) throughout the world,
but they grow stronger the closer they are too their wellspring and their size (minor-major). Everything in
nature draws from these streams, suffusing the area with their magic- this is sometimes
called dew magic since it covers everything in a fine mist of magic but easily
dries up. When that magic is depleted it can lead to withering and destruction
of the area, though overtime magic shall fill the area again from the Ley Lines.

Ley Lines– Lines of magic crisscrossing
Sornieth, can range from minor to major. They can be moved, but it requires major
efforts to carve out a new Ley Line path and the Lines have the tendency to
move back to their original beds. Magical disasters can permanently cause movement of Ley
Lines, carving out new paths, and leading to “dead zones” in which magic is
sparse.

Node– Nexus of
interconnecting ley lines, extremely powerful areas of magic mostly used as
major city or temple sites.

Artifacts– a form
of Outer Magic in which magic is drawn and sealed in objects for storage and
channeling. The forms for storage vary in a vivid variety from jewelry and
makeup to weapons and armor- to even whole buildings. Most artifacts have a
limited storage of magic determined by the quality of the items used, size of object, and spells
interwoven, but it has been hinted that there are magical items to have been made
by the gods and have an unlimited magical power.

Heartstones/powerstones
– an artificial Node, it is an artifact used to hold many Ley Lines (usually
minor) together to create a Node. The object is usually crystalline in nature
and is given a sentience of some sort. This intelligence is created in order to
only allow mages connected to it to use its power and to warn its users of tampering
with the Node or internal issues. Can shatter and be broken, causing blowback
to mages connected to it (often leading to death or coma).  The benefit of having such an artifact is to
allow mages to have great deal of magic available at all times and a source of
magic not usable by enemy mages.