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Rated: E · Thesis · Fantasy · #1422893
How Magic will work in my interactive.
All spells are in Latin. To make your own spells, just follow the guidelines below and pick something you want a spell to do. Then Translate that into Latin.


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MAGIC:
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The process of doing something with either the elements or a physical object without the aid of an outside physical source. It also drains the user of energy. The extent it does so depends on a number of factors, the main 2 being the power and difficulty of the spell and the will and power of the caster. Others include the area of casting if using elements, as well as the current condition of the caster. To cast many spells, the user must speak the words of power. These words are taken from a dead language that dates back long before humans set foot into Shoven.


Quick run through of the 5 forms of magic

Non-Elemental:

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Uses:
Can be used to help lift/move objects or to create "Magical Solid", a substance that has been impossible to recreate in any form and holds many uses. It can be formed into any shape and is only limited by the imagination and power of the wizard.

Difficulty:
Low/Mid
Simple tasks and molds are quite simple even for beginning wizards but the bigger the object/mold is the more difficult it becomes.

Spell Examples:
Adicio = Throw
Adlevo = Lift
Intego = Protect
These three require little concentration, though the difficulty varies depending on the object being affected or attacked.



Illusion:
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Uses:
Cast illusion onto single enemy or group of enemy's. The effect lessons the more people that are aimed at the spell. Also used as a morale booster by using the illusions on allies. This is not to be confused with enchanting. This skill is only used to manipulate the mind of the victim and cannot affect anything other than what is perceived by said victim.

Difficulty:
High/years of training
Decades of training are required for it to be used as a main form of magic

The greater your skill the more people you can manipulate at once or the more that you can do to a single person.

Spell Examples:
Formido = Fear
Laureola = Moral boost
Adflictatio = Pain



Elemental:
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Uses:
Cast various spells aimed to injure or kill the target using the various elements of the world. Many different types of spells are available using objects around the caster or calling on the various elements.

Difficulty:
Low for basic spells and difficulty to master rises with the difficulty of the spell


The greater your skill, the more power can be put into the spell be it velocity, size or anything that the particular spell is best at. This is also the only type of magic that is capable of dragons as they are naturally attuned with the elements. Roughly it is their color that determines which element they are most in tune with, though every dragon is able to breathe fire. The reason is unknown as even after autopsy of the body's of deceased dragons, there were no hints as to how it was possible. Even the dragons themselves are unsure as to why they have this ability.

Spell Examples: Listed below


Alchemy:
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Uses:
Varies/may be used in multiple ways such as repair and the creation of various food products

Difficulty:
Very low/mastery within a week if the materials of the desired object are present
Very high/If ingredients are not present than the caster must have a complete knowledge of the atomic structure of what is required in the desired object as well as the skill to be able to meld the various particles together.

User must have a high knowledge of the various compounds that compose materials and very good concentration for skill to improve.

Spell Examples: Words are not required, nor help in Alchemy. Hence, there are no spells to be used with this.
To cast Alchemic spells, one must delve into their magical connection as they do any other spell but instead of using the words as a catalyst to send that energy, they use the item.


Defensive:
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Uses:
Used mainly for defense as the name suggests, but can be used for attack as well. It is a mix of both elemental spells and alchemy as such it uses the elements and turns them into viable objects, such as the name would suggest, a shield which can be made from any of the elements.

Difficulty:
Very High/because of the need to master both elemental attack spells as well as have a knowledge of Alchemy and using it with the elements, this particular form of magic is nearly impossible to master, Though exceptions always exist.

Requires both concentration and knowledge of the elements to improve.

Spell Examples: Listed Below
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NON-ELEMENTAL spells:
This skill encompasses the manipulation of objects found in the casters immediate area and the creation of "Magical Solid". Many Wizards have taken this path as apposed to the elemental counterpart as it is easily incorporated with a more hands on approach in battle. Rocks, carriages, and pretty much anything else that can be lifted from the ground can be used as a projectile. And also magical solid can be molded into nearly any thing the caster desires, (although it is extremely brittle and buckles under pressure).

That being said however, it is also widely known as the easiest and weakest of the magics. Though it was the first form of magic used by humans, it is little used in the battlefield, being more preferred as a luxury of wizards to complete tasks that would otherwise hinder them or be impossible.

Words of incantation, though not necessary as seen in conjuration and illusion, helps with control and also adds power and focus to the skill being used.


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ILLUSION spells:

Use on a single person can be very devastating depending on the user and the victim. Though the illusions cannot harm the victim, since the caster has access to the mind he/she can bring out emotions, feelings, and even play with the victim's senses including the pain receptors to make them submit to their will. Though the pain causes no physical harm it is still felt and damage to the nervous system is possible if the caster is powerful enough and the victim weak-minded as well.

On a group of enemies, the effect is somewhat different. Since the caster's concentration is spread out over the group it is much more difficult to use and requires complete concentration leaving the user vulnerable and also prevents the control of the senses since that is an advanced form that requires that extra concentration wasted on the great amount of people. That being said it takes a very skilled user in the Illusion arts to manipulate the senses of another. Most stick to basic illusions to disorientate the victim or create "mirages" of their worst fear to frighten them away.

Lastly the "Illusionist" may cast these spells on allies as well but in an obviously more positive manor to raise morale. Some have even been known when not in battle to use their magic in side shows to entertain a crowd with their tricks though any spectators that are not under his spell will have no clue as to what is happening.


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ELEMENTAL Spells:

To clarify, this is the use of the non-physical form of the elements. The various forms of magic created from this field do not hold any physical form other than the use that is intended for them and will disappear once the spell has completed it's purpose. This includes earth, iron and water in a sense. Once the spell is completed, the water will return to it's source and the earth will settle back into the area it was taken from.

This is the second earliest form of magic ever created. Through the years it was discovered that the elements could be controlled to an extent mainly from studying the dragons use it themselves. The reason as to how this discovery came to pass has been lost with time. Each element has their strengths and weaknesses to each other so it is worthwhile to learn multiple types if one is to become powerful in this field. Words of incantation, though not necessary as seen in conjuration and illusion, helps with control and also adds power and focus to the skill being used. As seen in Non elemental, words of incantation follow the same rules. The various elements are as follows:

MAIN ELEMENTS:

FIRE:

Uses:
Mainly powerful projectiles; Able to be used in long distances, can also be short range if skill is high enough.

Difficulty:
Medium/requires some control to keep the blaze in check though in a non-flammable location that becomes a moot point other than protecting you and your companions from the fire.

Strengths/Weaknesses:
Wind, Ice/Water, Earth (also the most damaging to human tissue)
Fire easily melts any ice magic and wind magic only adds power to the flame. Water magic obviously puts out the flame and Earth can smother it.

An exception with wind is that a skilled user could remove air from the flame essentially putting out the blaze. Also Fire, if powerful enough, could boil strait through water.

Strengthened in sunlight but weakens at high altitudes.

Examples:
Incendium Globus = Fire Ball
Incendium Flagello = Fire Whip
Cremo = Burn


WATER:

Uses:
Very versatile; can be used as minor projectile, prisons, battering and slicing; easily adaptable.

Difficulty:
Low/Mastery only involves controlling the water to the shape of the users liking.

Strengths/Weaknesses:
Fire, Earth, Iron/Lightning, Ice
Water will put out any flame sent its way as long as it is not to large and will quickly erode to mud earth magic as well as hinder and even rust through Iron magic. Lightning magic will pass unhindered through water and even cutting the hold of the water from the user. Ice magic simply freezes the water so it is unusable by the wizard and in turn supplying the ice wizard with more "ammo" for their spells.

Water cannot overpower Lightning or Ice and is nearly invulnerable to earth but can be overpowered by Fire making this element mainly used in unison with more head on combat.

Strengthened in moonlight but weakened in desert like climates.

Examples:
Stagnum Tholus = Water Prison
Aqua Flagello = Water Whip
Gurges = Whirlpool

EARTH:

Uses:
Projectile, prison, and major battering

Difficulty:
Mid-high/Earth is bulky but very stable so once the wizard is powerful enough to mold the earth they may do with it as they wish.

Strengths/Weaknesses:
Fire, Lightning/Water, Wind, Iron
Earth is a natural barrier to both fire and lightning. Water and wind also are natural destroyers of earth and as such can do great damage to any form the wizard makes it. Iron has the element of earth embedded into it and as such is naturally resistant

It can be overpowered by fire but not lightning as it is always grounded to the earth. It can overpower wind with high skill and with more difficulty, water.

Strong wherever their is land and useless at sea.

Earth:
Terrestris Glandis = Earth bullet
Terrestris Columna = Earth Pillar
Conlabor = Sink

WIND:

Uses:
Projectile, minor battering and major slicing

Difficulty:
Very High/Air is always in constant motion and is very difficult to control.

Strengths/Weaknesses:
Earth/Fire
At first glance it may seem like a worthless element, but used correctly it is actually the most powerful as it is the only element without an impassable weakness. As stated before it can completely nullify fire with the right control. Users able to master this are few and far between.

Strong in any condition.

Aura Attondeo = Wind Cut
Abrogo Anima = Remove Air
Ululatus Flare = Howling Winds

LIGHTNING:
Uses:
Long-distance projectile; is too dangerous up close even with good control.

Difficulty:
Very High/highly unstable; even the most skilled users are unable to completely control it, only direct it to the desired location through other means. (i.e. most conductive source)

Strengths/Weaknesses:
Water, Iron/Earth
Lightning is able to cut through water unhindered and unless the water is completely pure, it will conduct the electricity severing the hold that the caster had on it. It has the same effect on iron only with a 100% chance for it to conduct the electricity. Though this in turn could be used against the caster since the spells will always be drawn to the iron(lightning rod). Earth has the exact opposite effect on it as once lightning strikes the earth; it is completely absorbed into the ground and in some cases back to the source of casting causing a dangerous backfire. Neither can overpower the other.

Strong where its humid and weak where it is not.

Examples
Fulgor Flamen = Lightning Blast
Vexatio = Shock
Accio Abicio Attono = Heavenly Thunder


Sub-Elements:


ICE: (wind/water)

Uses:
Projectile, Slicing.

Difficulty:
Medium
Waters ease of handling calms down the nature of air which in turn cools it changing the water into ice. It is mildly difficult to handle.

Strengths/Weaknesses:
Water/Fire, Iron
As stated before, it freezes water instantly and is instantly vaporized by fire. Also it has very little effect on Iron other than making it cold. Although if cold enough, Iron becomes very brittle and more easily shattered.

In a cold enough temperature water use becomes impossible. The opposite is also true for ice.

Examples:
Glacies Acus = Ice Needles
Congelo = Freeze
Glacies Hasta = Ice Spear

IRON: (Earth/Fire)

Uses:
Enhancement, battering.
More widely used in Defensive spells

Difficulty:
High
By combining Earth(i.e. correct minerals) and fire to make metal.
Strengths/Weaknesses:
Ice, Earth/Lightning, Water
Ice and earth have virtually no effect on Iron magic, though if too cold it does become extremely brittle. Lightning and water however have an extreme affect on the magic and as such it balances out this seemingly overpowered skill.

Strong in areas where minerals are present

Examples:
Ferrum Glandis = Iron Bullet
Ferrum Lupatus = Iron Spikes
Denseo = Come Together/Crush


(Any other ideas for the sub-elements will be appreciated)

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ALCHEMIC Spells:

Alchemy is the knowledge of the physical and elemental aspect of various objects to recreate them. Physical as in the various particles that make up the object such as H20 in water. Elemental as in which element is the defining characteristic of that particular item. For e.g., sword/Iron; Wooden objects/Earth. Using both of these aspects and with a large amount of skill and concentration virtually anything could be created from seemingly thin air. Though most wizards only go as far as to learn how to create new objects from already existing objects.

To specialize in this takes years of study and training on concentration. Because of this, and its impractical use in battle, masters are not often seen outside of specialized universities. The more common use is to repair broken items in an instant and the most advanced being the creation of water from thin air. (In reality it is taken from the air's moisture.) The main use of this school of magic is in combination with other forms to create specified spells as seen in the next field.

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DEFENSIVE Spells:

Unlike Elemental spells, Defensive spells actually create a physical form of the element and manipulate it as they please for as long as they desire. Leaving this field of magic open for a great number of possibilities.

As mentioned above, Defensive spells are a combination of Elemental spells and Conjuration spells. The variation of this being instead of objects that are created, the user conjures the elements into a physical form to protect or attack the target. The main character in the Interactive, "A Wizard and his Dragon" is a beginning adept in this field. Unlike the other schools, this is in a difficulty league of its own and as such few people can even train to reach a master level. Although some, such as Trent, the main character, were born with the natural ability to conjure the elements at will. Much like dragons.

It got its name by the use of Iron shields, a favorite element of the few users, as their main spell. This lead people to believe that Wizards of this school could only protect. But contrary to belief, The uses of this magic are almost infinite. The main use of this skill is to create "shields" from the desired element around the intended target. The elements that already have a physical nature, (e.g. Earth) are much easier to create but all elements have the potential to be used. This may also be used to create items created directly from that element such as a sword made completely from fire or a earthen spiked bow with arrows of lightning. The possibilities are endless.

This does not come without a price however. Though it is the most powerful, it is also the most taxing on the mind and users become greatly fatigued after a few spells and are at a great disadvantage in lengthy fights.

Examples:
Incendium Ensis = Fire Sword
Fulgor Sagitta = Lightning Arrow
Terrestris Cavea = Earth Cage
Ferrum Maceria = Iron Wall
Adluvies = Flood
Aura Volutum = Tornado


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As is every school of magic in this list, all is adaptable and I will listen to any suggestions or problems with the way I have laid this out.

DRAGON AND RIDER:

Now because Trent is supposed to be a dragon rider, hence the title, he will obviously go through changes. The only things that are definite are the growth of wings on the back and enhanced magical abilities through their mental link. Also Trent will take on at least a few charecteristics of his dragons race which will all be listed below. I will leave the rest to the beholder but will still describe what will be done in the majority of the threads to give an idea as to my thoughts.

As said earlier the color of the dragon determines his elemental affinity but even that is not always definite. Take Thanatos, Trent's Dragon in one of the threads of the story. He is black and as such has no defining characteristic. Average on every level for dragons. Instead like the color black, he acts like a sponge, absorbing all the elements. Their are no extra changes to the human other than the ability to caste any magic with relative ease.
White dragons have no affinity as the color white reflects all others colors and are extremely rare. Almost being considered a myth, they are thought to have special powers that differ greatly from the natural elements. Some say even power over life and death. That aside I will explain the colors that make up the dragon's elements. This includes the shades of that particular color. (E.g. brown and bronze or red and maroon)

Yellow/Lightning:
This type uses their affinity to lightning to become unnaturally fast. Their speed is unmatched throughout all dragon-kind. The rider becomes imbued with unnatural speed and more control on lightning magic

Brown/Earth:
The Earth Dragons are the longest lived reaching ages of 1200 years. They do not like flying but prefer to use the earth as their main mode of travel. Their hides are as hard as rock. The rider's wings become rock and are able to be used in melee combat. Allows user of earth magic to control a greater mass.

Red/Fire:
The Dragon every human envisions. The red fire dragons are known for shooting the hottest flames for the longest period of time. The rider is able to use Fire magic with ease as well as spew it out of his/her mouth like their partner.

Blue/Water:
Blue dragons keep to themselves to the islands in the southwest of Shoven. They lack the ability to breath fire and instead are able to breath underwater. Only one attempt has been made to destroy this 'tribe' and it ended with every single ship sinking before they were within a mile of their location. Quite possibly the most drastic change, the rider obtains webbing between their fingers and toes as well as gills alongside the neck to allow for quick swimming and breathing underwater.

Purple/Ice:
Known to live in the highest reaches of the mountains, These dragons hate the heat and respectfully keep their distance from their red cousins. Never the less, These dragons are most well known for their prowess as guardians to the dragon royal court. Riders of this breed are virtually inaffected by Ice magic unless used to immobilize the rider.

Green/Wind:
The freest of all dragons, they almost never leave the sky. They ride thermals for rest and only land to sleep, give birth, and eat. All three of which are unnecessary to the most skilled and devout to "Mother Wind". The rider is gifted with ability of flight allowing free travel even when their dragon partner is not present.

Silver/Iron:
Always in the front lines of battle with the red flame dragons, Silver dragons complete their main force. The Iron dragons stay on the front lines slaying all in their path while the red dragons attack from afar with their flames. Unfortunately because of this, Iron and Fire dragons have also had the greatest number of deaths during these 20 years of war. A rider of a silver dragon also has a mild change in appearance. When in battle, they unconciously summon armor to their shins, chest and shoulders allowing for added protection yet free movement.

Some dragons, no matter the color, have a special affinity with a certain school of magic much like humans. Much like the different colors will assist in Elemental magic, these will assist with the other various schools. The various ways of telling which are listed below.

Alchemic:
The dragons that possess this affinity are a great asset to any community of it's kind. They are not able to cast spells like all other dragons, but when the need is great, their special power comes forth giving them water from the air, food from the earth, and various other wonders that an alchemist could create. It is unknown how they are able to call upon this power.

Non-Elemental:
This is seen as a dissabilaty among dragon-kind. Unable to use their racial traits given to them by their color, they are seen by their kind as mere beasts. There are differences however. Without their racial traits, They make up for it by becoming more muscular and larger than most others of their kind.

Illusion:
Though still retaining their birth color, they are able to shift much like a chameleon taking on their surrounding color at will. However, This is the extent of their differences. They are not more adept at mental speech than others nor can they manipulate the senses like an illusionist. They are however immune to an illusions effects. Each different 'race' of dragon uses their element differently to gain the cause of their illusion. Fire and lighting bends the light around them to appear invisible. Lightning is more effective, however it causes a thunder effect once put to use and therefor not as good at stealth as it's silent counterpart. Wind Ionizes the surrounding air to bend the light around them much like fire. However, because of the added step it is not as effective. Water and ice use the moisture in the surrounding air to bend light, but if there is no moisture, this is obviously impossible. Earth and Iron dragons change much like chameleons, shifting their natural colors at will with their surroundings. Illusionist Dragons however are extremely uncommon, a mate who you cannot see is generally not considered favorable and most die without mating. The trait requires nearly 10 different genes to align  perfectly to be produced. (Most other traits take one or two to be represented) There are no partial illusionists. Just as there are no partial males or females. They posses all illusion characteristics or none.
Biologically their purpose is similar to hyper obese humans, a genetic anomaly to survive extreme circumstances. e.g. famine.

Defensive:
This differs from the others since a black dragon has this affinity. Much like a non-elemental, their only different trait is being more muscular than most dragons. However, if one should pair with a human, the human would gain control of all elements and, if trained, could become a master in the powerful defensive magic school.

This does not mean that Dragons can use magic though. They are incapable of casting magic. It instead comes naturally to them, as if with instinct. Though for a fight, most will resort to their claws, teeth and natural flame. The affinities are solely for their racial traits and, unknown to most, their riders most powerful magic.

::NOTE:: Since dragon riders are almost completly unknown these facts have been lost to the citizens of the world.
© Copyright 2008 Trever Kelley (tdkey777 at Writing.Com). All rights reserved.
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