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Mianol Magic System

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For those interested in a little reading, this is the working of the Mianol Magic System, complete with pictorial aid and symbols.


The three planets of the Mianol Realm are rich in magical energies of varying types. The history of the planets has long been shaped by this magic and a great deal of time and study has been put into establishing the different types and classes of magic. In order to provide a way for people to relate to the magical structure of the planet the Mianol Cross was developed that shows the way in which the different magic classes interact and behave.

-=Core Element=-
Being very close to nature, the Mianolians have come to understand that all magic evolved from one central point, the earth. Without substance the world would not exist and, much like wood and stone are the building blocks of buildings, earth magic is the building block of the Mianol Cross. Located in the centre of the structure, all elements and types can trace a route back to this magic for without it the entire structure of magic would break down.
Earth magic is not something that most would expect for it holds no links to healing or gentleness. Instead earth magic is comparable to the forces that shaped the mountains and seas, unrelenting yet slow and overpowering. Earth magic also covers nature based magic including the control of nature.

-=Inner Elements=-
The inner elements can be compared to the primary colours as all other magic is created or controlled by them. They are also closely linked to the core element and are the only elements that can directly affect it. There are three Inner Elements, Fire, Water and Air.
Fire is a powerful force, often used to destroy but holding the power to rejuvenate by clearing infection and allowing new life to rise from the ashes.
Water is a very calm element, gently shaping and affecting Earth over time. When concentrated at one point it can be incredibly powerful.
Air tends to be very transient, hard to control but always there. Air magic tends to be very soothing but does hold a great deal of power if correctly harnessed.

-=Outer Elements=-
These elements are created from the Inner Elements and can be directly stimulated or suppressed by them. They are easier to use but, by the same strand, easier to counter. The Outer Elements are Lightning, Ice and Spirit.
Lightning is created from air and controlled by water. Lightning magic is very direct, holding no area effect but capable of delivering very powerful pin point strikes.
Ice magic is created from water and controlled by fire. Ice magic hold a limited amount of status effects such as freezing and slowing although Ice magic’s real strength is area effect spells.
Spirit magic is created from fire and controlled by the wind. Spirit magic is often referred to as ‘lucky magic’ as those that can use it often find situations going their way with little effort on their part.

-=Holy (Left Brace) Elements=-
This branch of spells is made up of three different areas and is rumored to share direct links with spirit type magic. It forms the left side of the Mianol Cross and is used exclusively by the Order of Majestas as all that are found to hold skills in this area are drafted into its service. The magic types under this branch are Arcane, Life and Mana.
Arcane magic uses focused pulses of pure light to deal damage in the form of rays, balls and waves. The power of this magic grows when the user is exposed to sunlight but those skilled in Spirit magic tend to find their spells do not diminish in dark conditions. Arcane magic is not incredibly effective against biological targets, although light pulses can easily blind, but it is extremely powerful against Right Brace Oblivion magic.
Life magic focuses on healing, curing and rejuvenating. This magic can heal wounds and mend bones, cure poisons and even bring the fallen back to life. While small healing spells are easy to master and use, more powerful ones, including resurrection spells, are difficult and extremely tiring.
Mana magic is a very odd type of magic that does not give any inward or outward effect. Instead it can create links between people allowing magical energy to flow from one to the other; in effect a power boost. Depending on the way the spell is cast it can boost a number of attributes including stamina, strength or spell power.

-=Oblivion (Right Brace) Magic=-
Widely feared and rightly so, Oblivion is named after that which it brings. In direct contrast to Holy magic, Oblivion magic is dark and malicious. It is here that the realms of shadow and death magic exist. Few have been known to practice this art, although those that have often been called Warlocks or Death Knights. Oblivion magic is unique in the sense that it draws its strength not from the one who wields it but from everything else around them. Oblivion magic is closely linked to ice magic, being cold and sharp is only one step away from being cruel and sadistic.
Shadow magic is occasionally called the ‘assassins arc’ referring to the use of spells that allows one to merge with the shadows and disappear. Shadow magic has also been used to create powerful anti magic screens or armour, with its only weakness being fire and holy.
Death magic is nothing but what it implies. Those that use this magic can extract life from anything or anyone around them, rending people unconscious in seconds, choking them with poisonous clouds or sucking the very life from their being.

-=Star (Polar) Magic=-
Star magic is regarded as a little strange and unpredictable. It is a magic type developed from the studies of the stars and planets which were discovered to hold magical properties when harnessed in the correct way. Star mages rely on small symbols crafted onto parchment and containing a magic charge. The charge is expanded when the spell is activated, therefore a star mage is limited by the supply and type of cards they carry. Star mages also have to maintain focus on their spells once cast, especially those that affect over time. If their concentration is broken the spell normally fails or at the least is diminished. Finally Star Crest magic is immune to the effects of Holy magic. The realms of Star magic include Star Crest, Portal, Time and Space.
Star Crest magic is the mainstream use of Star magic. Primarily it focuses on a magic type known as ‘buff’ and ‘debuff’. These spells directly increase of decrease a targeted aspect of a person such as strength or speed allowing them to achieve things they wouldn’t be able to do normally or stopping them from doing things they would be able to. This is different to Mana type magic in the way that no direct link is developed between the mage and their target meaning they can move onto other things once the spell is cast. Another aspect of Star Crest is shielding, deflection and trap spells.
Portal magic creates a bridge to the stars allowing movement over vast distances in the blink of an eye. Normally it is only possible to transport one or two people over a few miles, however a collection of Star mages can create a portal big enough to transport an entire army battalion or allow travel over thousands of miles, such as the Star Portals that link the three worlds. Portal magic usually requires a length of time to activate before it can be used.
Time magic is rarely used but is very unique. Spells in this realm allow the used to bend time, thereby allow them to dodge fast moving objects or to move without being seen. It is a common magic trait amongst thieves due to its criminal possibilities.
Space magic is a variation of Portal magic. Whereas Portal magic focuses on great distances or large numbers, Space magic allows movement over much shorter distances in the blink of an eye. Unlike Portal magic there is no time delay but it can only be used by the user itself.

-=Rune (Shaft) Magic=-
Rune magic is a strange art, all but forgotten in the depths of time. Many centuries ago Rune magic and its users, Runesmiths, were common but a large war between rival groups saw them wipe each other out to the brink of extinction. Now only a few remain, keeping their skills hidden less then find themselves a target. Rune magic covers Rune Crest and Magi-Tech.
Rune Crest magic is a fore runner of Magi-Tech and uses magically charges glyphs made of a material called Adamantite. By carving a specific rune into this material, charging it with magical energy, normally lightning, and attaching it to an object the crafter can control the object as if it was an extension of his/her own body. The difficult part is that all items have a different symbol and even during the height of the Rune age nobody knew them all.
Magi-Tech is an advanced form of Rune Crest and what is brought about the inevitable war many centuries ago. Unlike Rune Crest, Magi-Tech infuses Adamantite with a sample of material called Primal Element. This ethereal like energy based material is rarer than the metal and holds unusual properties that allow a single rune to control any object in any kind of number. The Primal Element creates a conscious presence when it is joined with the metal and this takes command of what it is attached to. Magi-Tech has been known to control people in the distant past.

-=Summon Magic=-
Summon magic has yet to be given its own place within the Mianol Cross. It doesn’t rightly fit into any magical area so far discovered although many consider it to be in the very center, creating a harmony with Earth Magic.
Summon magic links with another realm, a world full of spirits. A summoner does not have magical talent of their own and instead simply serves as a conduit for the spirit world to enter the real world. The spirits are those of the world and take the form of feral animals and creatures. They cannot be made to act therefore summoning magic is not to be relied on…if the spirits disprove of what is happening they will not answer a summoners calls and if they do may even turn on the side they were called to help.
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demonchild4unow's avatar
This looks similar to the Qabbalic Tree of Life. -----> [link]