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Magic & Races

Magic

Overview

Magic in the world of Soricia is the representation of energy and life. Where life flourishes, magic blossoms. The people of Soricia of any race had the ability to wield magic to their desire. But because of the War of Greed that almost destroyed the world, and the movement to modernism, magic has become harder to find, and thus wield. Once a part of life, now magic can only be wielded by few selected people that has strong affinity with the energy of the world.

There are Four elements of magic: Fire, Wind, Water, and Earth. 
Magic also has two types.
1. Aura Magic - Magic that can protect, heal and buff. This type of magic has the ability to rejuvenate anything it touches.
2. Fester Magic -  Magic that can harm, weaken, and debuff. This type of magic has the ability to add energy to anything it touches which creates a reaction that can replicate the feeling of pain.


Normally, magic-users are not talented physical combatants due to energy being focused for their magical abilities. Usually, they rely on their racial features for any physical tasks. 
Doing Magic is basically manipulating the energies around you. You can throw energy, borrow energy, transform energy, and many more. 

There are also strict rules for Magic:

  1. A magic-user can only wield the element that has affinity with its race; 

  2. A magic-user can only wield one type of magic

  3. Magic can never ever be used to create something from nothing

  4. Magic can never be used to seep energy and life from something and own it

  5. Magic can never ever be used to destroy energy. 


Magic that disobeys these rules is called the "Forbidden Magic" .
This type of magic consumes it, takes it on its own, and never return it back. It also permanently destroys the atomic structure of anything it touches. Practicing this magic can be destructive to the world around it because of it's ability to take energy on its own, destroy it and/or own it.

Any practice of the forbidden magic, and the disobedience of the rules of magic can be destructive to the world, and to the user himself. They will be apprehended, and even executed by authorities.

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ABUNDANCE - COUNTRY

Country Affinity

Though each country have the appearance of at least more than 1 element of magic, each country is abundant and people who were born in such country has a strong chance of inheriting the country's element.

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  1. Avalonia Kingdom - None (Avalonia Kingdom does not have affinity with any magic, and has a very small supply of magic left)

  2. Procella Harbor - Water

  3. Sicca Desert - Fire and Earth

  4. Silvermoon Mountains - Wind and Water

  5. Viridi Forest - Earth and Water

  6. Zephyr Islands - All Elements

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AFFINITY - RACES

Races

There are 5 Races in World Bazaar and have their own affinity to their respective element/s of magic. 

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  1. Humans 

    • They are compatible with almost all elements of magic and its sides. 

    • But they can only wield basic magic, and no complex magic.

    • Due to their balanced basic magical energy, humans are known for being the best physical combatants in the world that can excel in some and all physical skills.
       

  2. Drakes - Humanoids with Dragonian features

    • Drakes are exclusive to Zephyr origins. They can live anywhere, but must be born in Zephyr Islands.

    • They are compatible to all elements, and can wield complex magic, but are strongest with Fire magic.

    • Their physical features enables them to conjure fire out of nowhere, fly, and withstand extreme heat
       

  3. Merfolks - Humanoids with Aquatic Lifeform features

    • Merfolks are exclusive to Procella origins. They can live anywhere, but must be born in Procella - Tempeste Kingdom.​

    • They are only compatible to the Water element, and can wield complex magic.

    • They are the strongest water magic-users.

    • Their physical features enables them to breathe under water, and communicate with aquatic life.
       

  4. Treefolks - Humanoids with Tree-like / Flower-like features

    • Treefolks are exclusive to Viridi origins. They can live anywhere, but must be born in Viridi,

    • They are only compatible with Water or Earth magic, and can wield complex magic.

    • They are most known for their complex and effective healing magic.

    • They are the only race that can manipulate plant-life, and regenerate parts of their body.
       

  5. Elves - Humanoids with pointy-ears, and inborn body marks that represent their elements

    • ​They are compatible with all elements, but can only wield / born with FESTER magic.

    • They can wield complex magic. 

    • Elves inherit the element from where they were born, regardless of heritage
       

  6. Artic/Desert Animas

    • Animas are exclusive to Sicca and Silvermoon origins. They can live anywhere, but they must be born in Sicca / Silvermoon

    • Animas are compatible with all elements, but are only strong depending on their specie.

      • Arctic Animas are strongest with Wind or Water

      • Desert Animas are strongest compatible with Earth or Fire

    • As an anima, their physical abilities are stronger like an animal. They can also communicate with land/sky animals. â€‹

       

Note: 

  1. Basic Magic includes the following: 

    • Simple non-transformative Manipulation/Bending of Elements

    • Basic Buffing attacks and weapons with elements 

    • Basic Elemental Attacks
       

  2. Complex Magic includes the following: 

    • Summoning of Elemental Specie

    • Manipulation of Plant Life

    • Hypnotism

    • Regeneration

       

© 2020 kuroryouta

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