information: the laws of magic

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The Draconis use magic for almost everything; they literally bleed and are magic. Due to this, they have gained many types of arcana knowledge and established the limitations of them. These are the laws so far established. These are not the laws the Draconis have put on the use of magic, but the borders of magic's power;

The law of finity
Magic, while strong, can't create anything. Rather, it takes something that is already somewhere and bends it to your will. Most types of magic solve this in their own way (Divine magic draws the energy from your patron, Channeling from Sources, Invoking from other realms) but most types of magic use the nearest possible source that the user doesn't actively want to exclude.
There are exceptions, of course; some spells destroy rather than create, and the energy/object that is destroyed by this is shunted to Voidspace. This place has moldable time and space, forming itself to the perspective of the observer. However, inanimate objects are put in stasis, and creatures that are not familiar with/aware of their predicament think no time has passed since they were shunted into Voidspace when (and if) they return to any other realm. Most mages learn to summon creatures or energy from Voidspace. The repercussions of this will be described later in Information: Voidspace

The law of believe
Magic, while a potent force, is stubborn and not very easy to be bended into any shape; one must convince the magic to do as told. In order to convince the magic they try to shape, a mage must believe they know what they are doing and that what they are doing will happen; failure will cause unpredictable side-effects. This law is why mages have a limited amount of magic on their fingertips. This belief is usually created by learning spells that guarantee the magical effect. Powerful and imaginative mages  can shape magic with ease, some even mastering a few spells to the extent where they can unleash it's effects with a mere thought.

Power-Price

Every power has a equal or greater price.

The law of balance

Magic on it's own is neither good nor bad.

The law of taint
Every mage has their own 'taint'; a magic signature that can be seen in both the spell and the caster, the draconis equivalent of fingerprints; everything a Draconis touches and everything targeted by a spell will hold a magic profile that will last until something else overrides it after the spell has been removed or the Draconis stops touching it. 

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