Mages' Handbook for Spells - Air

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Since we're working so much with magical warfare it's good to know what is doable and what is not, and to be quite honest I have not been very clear about the limits... there should probably have been added a proper magic chapter in there other than Lily refusing to attend one.

Anyway! Below I list some of common spells for the air element that should hopefully give you an idea of the spells and their level for each rank. 

About magic in general:

Spell Rank: Each spell has a spell rank that matches the level of blessing you'd need to have to perform these spells, as the fairy is otherwise too weak to cast it. If a higher ranking fairy casts lower ranking spells they can choose to vastly expand the effect to about the same level as the rank they themselves are.

Spell Construction: A spell construction is much like a blueprint for the spell. It contains amount of mana spent, duration, range, intensity, spacial transformation of the element, origin point and so on. 

Casting time: You can cast a spell as fast as you can set all parameters, thus specialization and training is in part remembering and setting these rapidly.

Instant spells: Every spell that is not a concentration spell has all parameters set at the construction, which includes origin point and casting direction. For instant spells you cannot change anything about the spell once it's cast, even if an ally gets in the way.

Concentration spells: Most defense spells fall into this category. Unlike instant spells you can change the construction during casting, but they require a constant mana supply which is often higher than with instant spells.

The fairy's part of casting magic: The faerie's work in casting magic is simply to apply the construction. Your magic is based on your own skills

Training and Specialization:

The spells below are merely a subset of all possibilities. A set of general spells or a grouping of spells, so to say. 

A magician does not learn all spells, but instead usually stick to a subset which they then specialize in, as a specific grouping of spells usually have a similar spell constructions.

Some spells have a very simple basic application, such as sending a message with the wind. With practice things such as spreading a sound evenly over an area can be achieved, or silencing magic, which is both applications of said spell, although with a variant. These variants rely heavily on difficult and constantly changing spell construction, so skills factor into it, thus making daily training and practice for these spells necessary. 

General Limitations:

- The gods prevent any effect that affects a living being's body in a positive way. They feel used and will do what is in their power to harm the user. If this negative side effect is attempted used for war or hate the gods do nothing just to piss off the caster more.

I made the decision of preventing this not just because of the story, but also to prevent world breaking. Things such as flight magic change everything when it comes to warfare and would completely change how fortresses are built and so on. The changes to the world would be rather drastic, and something I felt like shouldn't be added here. I also feel as though this adds some more interesting dynamics with things such as illusions as they cannot be used on living beings (plants don't count here). You'll have to be a bit more creative.

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