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Overview
Ardicil
The world where the "Valkaier" story takes place.
Rules
Name For Magic System
Ardicilian Magic
General:
The following is the magic used by the ones native to Ardicil.
Who can use it:
Magic users are called Magiérs. About 1/600 (Number subject to change) can use magic.
Typical sign of magic:
(No apparent signs.) Children usually show signs of being able to use magic at the age of 2. This sometimes comes as an (sometimes literally) explosive surprise for the child's wards.
Elements/Powers:
Manipulation of the elements (fire/lightning, water, air, earth)
There are several different coloured flames that has different effects:
Red: Much more intense in heat than regular flames. Most commonly used by blacksmiths when forging rare and heat resistant metals like raikalium.
Green: Only those that can manipulate fire and use healing magic can utilize this flame. Instead of harming it heals. Unlike red and normal flames, green flames are only “active” when focused on by the caster.
Blue: In the same vein as green flames, blue flames does not harm. But instead of healing they calm the body. Good for people with anxiety. Also only active when focused on.
Black: Only told about in myths, this flame is said to burn so hot that the very fabric of reality turns to ash.
Lightning is related to fire in some way.
Not all that can conjure fire can do the same with lightning, but everyone that can cast lightning can also manipulate fire.
To some degree, lightning can be fused with other magics as fire can.
The ability to manipulate water
Includes the manipulation of ice and steam.
Also include more often than not the ability to remove heat to a larger degree and add heat to a smaller.
Air manipulation
Can be quite dangerous as you can’t see it happen.
Can be used to create a vacuum.
Earth manipulation
Can move mud and rocks.
Can be used to manipulate a large amount of metals to a certain degree. The only metal it’s known not to work on is raikalium.
Teleportation
There are two specific ways of teleportation:
Portals: Also referred to as gates, this method creates a rift in time and space and connect two locations known to the user. Some stories claims one can create a gate to places one have only heard about, but this is unconfirmed.
Instant transportation: This method is only usable by the caster and those touching them.
Telepathy:
Allows thoughts to be sent over great distances for communication. In recent times small books imbued with telepathy magic has been made for public use.
Telekinesis
The ability to manipulate objects as if one was holding them at a distance. The amount you can lift with it is not related to your physical strength.
Illusions
The ability to show falsehood.
Usually has a trigger for it to work. Markings and runes are quite common but some may also activate them through direct eye contact.
Morphing
The ability to take the form of another creature. There seems to be a limit to how big of a creature you can morph into though.
Levitation/Flight
Grants the caster the ability to fly unimpeded. There are several ways to achieve levitation/flight by other forms of magic.
Conjuration
The ability to bring forth an item from one’s imagination. Also works with food but taste is next to impossible to replicate. Nutritional value of this type of food is next to none.
Transformation
This ability allows one to take another form, be it an animal or other (usually) biological forms.
Barrier
Barrier magic works by condensing magical energy over a specific area which hinders progress or protects against dangers.
Seals
You can call this another form of barrier magic as it can seal someone's magical powers for a while.
Can be used to hinder something from opening, if it’s to keep something out, or in.
Rearrangement (AKA FMA alchemy)
This magic grants its user to rearrange an item’s composition.
Manipulation/control of/over plants
Users of this magic can make plants grow and wither in seconds, cause plants to move and grow in unnatural shapes and if one is powerful enough one can give the controlled plants semi-intelligence which allows one to give them commands to follow.
Blood magic
To use blood magic one has to almost exclusively use one’s own blood. Active users of this form of magic are few as it requires a bigger sacrifice than other magics and uses are limited.
Necromancy
The act of necromancy is a unsavory business as it requires dead bodies to function. Users of necromancy raise the dead by using the deceased as hosts for one’s soul. Now, the soul isn’t split or removed from the caster, rather flowing into the corps and reanimating it.
Healing
Healing magic is a special ability as it is quite compatible with elemental magic. If one has the ability to cast elemental and healing magic one can combine them for potential greater effect.
Fire: Proficient enough one can make wildfire with the ability to heal.
Water: Making bodies of water able to heal is quite common and works wonders for therapy.
Air: The very air you breath can close wounds.
Earth: Making rocks or the very ground you walk on radiate rejuvenating effects.
Time Manipulation
By nothing short of divine intervention one can affect the flow of time itself. Users of this type of magic are nothing short of mythical as no known person can use it.
Strengthening magic that can greatly boost your strength and speed.
One of the most common types of magic around. To which degree one can strengthen oneself varies greatly.
Creation of pseudo-souls used for machinery. (Dwarves only)
An art known only to the small dwarves and half-breeds, this type of magic allows dwarfs to make mechanical servants.
Curses:
Though not a form of magic by it self, curses are simply pseudo-permanent negative effects made by other forms of magic.
Words of Power:
There is a constant fact in the world; Words only have the power you give them. For instance, if someone gives you an order, nothing forces you to do it. This form of power takes this constant and breaks the rules in that it forces a person to act
Dragonslayer:
Dragonslayer magic is a special kind in that it’s the only one that’s absolute hereditary and can’t be gained any other way, apart from divine intervention.
It has one purpose and one purpose alone: Killing dragons. There is nothing else this magic does.
It’s used by infusing it through other forms of magic.
Pocket dimensions:
Allows one to create small pocket dimensions usable for storage.
This is how banks nowadays keep their coin safe.
Requires a long time to prepare through a ritual, and once it’s up it’s there to stay, but it’s next to impossible to enter without the original creator.
Items/Objects used to cast/chant:
Varies. Ground up crystals. Ritual circles. Words of magic.
Consummation of source:
The soul of a person acts as a conduit for magical energy / residue of the Gods’ auras.
How to cast:
There are a few different ways, some people can activate it with more than one.
Rituals. Basically the slowest way of "activate" the magic as it requires long preparation. This is required for a permanent effects i.e. magical items.
Runes. In a similar vein as rituals, rune casting takes some preparation and can be activated at a later time or used for longer lasting minor effects.
Verbal activation. This can be in the form of song or some form of chant.
Somatic. You have to use some form of movement for this. It can be as subtle as a twist of the wrist to a full out dance.
By will alone. The rarest method. Very, very few can activate magic in this way. Basically you think it and it happens.
Channeling. Some people require a form of catalyst to be able to bring forth their power.
There are also states of being that affects the spellcasting.
“Snapping”: In this state it's difficult to control how powerful the spell one casts is due to the magic flowing through you violently fluctuates which makes the chance for self-harm high.
“Hollowing”: In this state one’s ability to care for anything ceases. All magical energy starts ebbing out, and unpredictable events occur. Extreme danger for anyone in the area, caster included.
“Guided”: A state of being that is difficult to achieve. Once this state is achieved, the flow of magic in one’s body almost conform to one's soul by it self which makes the casting magic less demanding and requiring less concentration, as if a higher power is guiding the process.
Fear: While under great fear/distress one’s ability to use spells is greatly hindered. What one wishes for to happen might not, and the power fluctuate greatly.
What non-users thinks about it:
Depends on where you are. Mostly people lean on the indifferent side of the coin. Some few communities are highly suspect of magic and some even hunt down those that can use it. These places are luckily few and far between.
Detail.
Side-effects:
Mental strain. Too much too soon can cause the soul to reject the energy violently which can cause great physical harm to the body and mental damage.
Restrictions:
Everyone can’t do everything. Almost everyone is restricted to a few types of magic and one or more ways of casting it.
Effect upon surroundings/world:
The creations of devices that are linked telepathically are created for long distance communication. Some teleportation gates are made in major cities for convenient travel.
Replenish source power.
How to replenish:
Time. Meditation. Arenstones.
Time it takes:
To replenish the energy from 0-100 % passively takes between 1-4 days depending on the person. Through meditation the time it takes can be reduced drastically.
Items/Consumables that helps replenish:
Arenstones.
Bordering on Industrial Revolution level.
Similar to Earth's.
Overview
Details about this universe's overview
Ardicil
The world where the "Valkaier" story takes place.
History
Details about this universe's history
No history information yet
This section doesn't have any information filled in yet.
Rules
Details about this universe's rules
Name For Magic System
Ardicilian Magic
General:
The following is the magic used by the ones native to Ardicil.
Who can use it:
Magic users are called Magiérs. About 1/600 (Number subject to change) can use magic.
Typical sign of magic:
(No apparent signs.) Children usually show signs of being able to use magic at the age of 2. This sometimes comes as an (sometimes literally) explosive surprise for the child's wards.
Elements/Powers:
Manipulation of the elements (fire/lightning, water, air, earth)
There are several different coloured flames that has different effects:
Red: Much more intense in heat than regular flames. Most commonly used by blacksmiths when forging rare and heat resistant metals like raikalium.
Green: Only those that can manipulate fire and use healing magic can utilize this flame. Instead of harming it heals. Unlike red and normal flames, green flames are only “active” when focused on by the caster.
Blue: In the same vein as green flames, blue flames does not harm. But instead of healing they calm the body. Good for people with anxiety. Also only active when focused on.
Black: Only told about in myths, this flame is said to burn so hot that the very fabric of reality turns to ash.
Lightning is related to fire in some way.
Not all that can conjure fire can do the same with lightning, but everyone that can cast lightning can also manipulate fire.
To some degree, lightning can be fused with other magics as fire can.
The ability to manipulate water
Includes the manipulation of ice and steam.
Also include more often than not the ability to remove heat to a larger degree and add heat to a smaller.
Air manipulation
Can be quite dangerous as you can’t see it happen.
Can be used to create a vacuum.
Earth manipulation
Can move mud and rocks.
Can be used to manipulate a large amount of metals to a certain degree. The only metal it’s known not to work on is raikalium.
Teleportation
There are two specific ways of teleportation:
Portals: Also referred to as gates, this method creates a rift in time and space and connect two locations known to the user. Some stories claims one can create a gate to places one have only heard about, but this is unconfirmed.
Instant transportation: This method is only usable by the caster and those touching them.
Telepathy:
Allows thoughts to be sent over great distances for communication. In recent times small books imbued with telepathy magic has been made for public use.
Telekinesis
The ability to manipulate objects as if one was holding them at a distance. The amount you can lift with it is not related to your physical strength.
Illusions
The ability to show falsehood.
Usually has a trigger for it to work. Markings and runes are quite common but some may also activate them through direct eye contact.
Morphing
The ability to take the form of another creature. There seems to be a limit to how big of a creature you can morph into though.
Levitation/Flight
Grants the caster the ability to fly unimpeded. There are several ways to achieve levitation/flight by other forms of magic.
Conjuration
The ability to bring forth an item from one’s imagination. Also works with food but taste is next to impossible to replicate. Nutritional value of this type of food is next to none.
Transformation
This ability allows one to take another form, be it an animal or other (usually) biological forms.
Barrier
Barrier magic works by condensing magical energy over a specific area which hinders progress or protects against dangers.
Seals
You can call this another form of barrier magic as it can seal someone's magical powers for a while.
Can be used to hinder something from opening, if it’s to keep something out, or in.
Rearrangement (AKA FMA alchemy)
This magic grants its user to rearrange an item’s composition.
Manipulation/control of/over plants
Users of this magic can make plants grow and wither in seconds, cause plants to move and grow in unnatural shapes and if one is powerful enough one can give the controlled plants semi-intelligence which allows one to give them commands to follow.
Blood magic
To use blood magic one has to almost exclusively use one’s own blood. Active users of this form of magic are few as it requires a bigger sacrifice than other magics and uses are limited.
Necromancy
The act of necromancy is a unsavory business as it requires dead bodies to function. Users of necromancy raise the dead by using the deceased as hosts for one’s soul. Now, the soul isn’t split or removed from the caster, rather flowing into the corps and reanimating it.
Healing
Healing magic is a special ability as it is quite compatible with elemental magic. If one has the ability to cast elemental and healing magic one can combine them for potential greater effect.
Fire: Proficient enough one can make wildfire with the ability to heal.
Water: Making bodies of water able to heal is quite common and works wonders for therapy.
Air: The very air you breath can close wounds.
Earth: Making rocks or the very ground you walk on radiate rejuvenating effects.
Time Manipulation
By nothing short of divine intervention one can affect the flow of time itself. Users of this type of magic are nothing short of mythical as no known person can use it.
Strengthening magic that can greatly boost your strength and speed.
One of the most common types of magic around. To which degree one can strengthen oneself varies greatly.
Creation of pseudo-souls used for machinery. (Dwarves only)
An art known only to the small dwarves and half-breeds, this type of magic allows dwarfs to make mechanical servants.
Curses:
Though not a form of magic by it self, curses are simply pseudo-permanent negative effects made by other forms of magic.
Words of Power:
There is a constant fact in the world; Words only have the power you give them. For instance, if someone gives you an order, nothing forces you to do it. This form of power takes this constant and breaks the rules in that it forces a person to act
Dragonslayer:
Dragonslayer magic is a special kind in that it’s the only one that’s absolute hereditary and can’t be gained any other way, apart from divine intervention.
It has one purpose and one purpose alone: Killing dragons. There is nothing else this magic does.
It’s used by infusing it through other forms of magic.
Pocket dimensions:
Allows one to create small pocket dimensions usable for storage.
This is how banks nowadays keep their coin safe.
Requires a long time to prepare through a ritual, and once it’s up it’s there to stay, but it’s next to impossible to enter without the original creator.
Items/Objects used to cast/chant:
Varies. Ground up crystals. Ritual circles. Words of magic.
Consummation of source:
The soul of a person acts as a conduit for magical energy / residue of the Gods’ auras.
How to cast:
There are a few different ways, some people can activate it with more than one.
Rituals. Basically the slowest way of "activate" the magic as it requires long preparation. This is required for a permanent effects i.e. magical items.
Runes. In a similar vein as rituals, rune casting takes some preparation and can be activated at a later time or used for longer lasting minor effects.
Verbal activation. This can be in the form of song or some form of chant.
Somatic. You have to use some form of movement for this. It can be as subtle as a twist of the wrist to a full out dance.
By will alone. The rarest method. Very, very few can activate magic in this way. Basically you think it and it happens.
Channeling. Some people require a form of catalyst to be able to bring forth their power.
There are also states of being that affects the spellcasting.
“Snapping”: In this state it's difficult to control how powerful the spell one casts is due to the magic flowing through you violently fluctuates which makes the chance for self-harm high.
“Hollowing”: In this state one’s ability to care for anything ceases. All magical energy starts ebbing out, and unpredictable events occur. Extreme danger for anyone in the area, caster included.
“Guided”: A state of being that is difficult to achieve. Once this state is achieved, the flow of magic in one’s body almost conform to one's soul by it self which makes the casting magic less demanding and requiring less concentration, as if a higher power is guiding the process.
Fear: While under great fear/distress one’s ability to use spells is greatly hindered. What one wishes for to happen might not, and the power fluctuate greatly.
What non-users thinks about it:
Depends on where you are. Mostly people lean on the indifferent side of the coin. Some few communities are highly suspect of magic and some even hunt down those that can use it. These places are luckily few and far between.
Detail.
Side-effects:
Mental strain. Too much too soon can cause the soul to reject the energy violently which can cause great physical harm to the body and mental damage.
Restrictions:
Everyone can’t do everything. Almost everyone is restricted to a few types of magic and one or more ways of casting it.
Effect upon surroundings/world:
The creations of devices that are linked telepathically are created for long distance communication. Some teleportation gates are made in major cities for convenient travel.
Replenish source power.
How to replenish:
Time. Meditation. Arenstones.
Time it takes:
To replenish the energy from 0-100 % passively takes between 1-4 days depending on the person. Through meditation the time it takes can be reduced drastically.
Items/Consumables that helps replenish:
Arenstones.
Bordering on Industrial Revolution level.
Similar to Earth's.
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