Zeltora's Magic (Part I):
Emerald Soul: (Respective Soul Type and Gem).
Tradition: (Always their Respective Power).
Wild Woods: (Typically their Respective Territory).
Aethermancy is the control and manipulation of Aether, the lifeblood of the forest and all living creatures, and is often used to heal people (including themselves), bend nature to their will, and even shield entire ecosystems from harm. Aethermancy always increases the duration of a user’s life, however this comes great at the cost of draining their own life force over time and making them physically weaker and more vulnerable to non-magical brute force the more they use it.
Sapphire Soul: (Respective Soul Type and Gem).
Dedication: (Always their Respective Power).
Endless Ocean (Typically their Respective Territory).
Hydromancy is the control and manipulation of all types of water (liquid, solid, and gas forms), allowing the user to easily to create solid objects out of liquid, summon deadly hail storms, walk on water as if they were solid land, and even reverse the tides. Hydromancy always requires proximity to water (in some form), in order for it to function properly, so most Hydromancer's will bring an small flask of "emergency" water so that they are never quite left utterly defenseless.
Diamond Soul: (Respective Soul Type and Gem).
Information: (Always their Respective Power).
Shifting Sands: (Typically their Respective Territory).
Electromancy is the control and manipulation of electricity and energy, allowing the user to dodge and weave around attacks with incredible speed, provide power to entire industrial complexes, and even summon bolts of lighting out of thin air. Large amounts of electricity
carry very high amounts of voltage, leading to the risk of the user literally frying themselves alive in their own electricity if they are not diligent with how and when they try to use it.
Topaz Soul: (Respective Soul Type and Gem).
Determination: (Always their Respective Power).
Badlands: (Typically their Respective Territory).
Geomancy is the control and manipulation of rock, earth, and metal, allowing the user to create tools or weapons out the landscape around them, summon or stop dangerous earthquakes, and even temporarily control the force of gravity around them. Geomancy takes a lot of stamina and endurance to use (due to the extremely hard nature of what it manipulates), often leaving the user drained of energy to the point where it can be difficult to even walk, but is very powerful.
Onyx Soul: (Respective Soul Type and Gem).
Corruption: (Always their Respective Power).
Shadowfell: (Often their Respective Territory).
Necromancy is the control and manipulation of the undead and darkness, allowing the user to control nightmares at will, raise undead minions, and even step through shadows as if they were portals. In a mildly similar way to Aethermancy, Necromancy increases the duration of a user’s life at the cost of draining their own life force, but instead of making the Necromancer's body physically weaker over time, it weakens the user’s mind instead and gnaws away at their sanity.
Ruby Soul: (Respective Soul Type and Gem).
Inspiration: (Typically their Respective Power).
Lava Lands: (Always their Respective Territory).
Pyromancy is the control and manipulation of fire, heat, and smoke to the point where the user can cause volcanic eruptions and even summon entire firestorms by heavily manipulating the temperature of the atmosphere around them. While Pyromancy is by far the easiest of all the elements to summon, it can be very difficult to keep it under control once it has been released, additionally using too much of it at once can lead to loss of consciousness or burning themselves.
Amethyst Soul: (Respective Soul Type and Gem).
Absolution: (Typically their Respective Power).
Eternity's End: (Always their Respective Territory).
Hollowmancy is the control and manipulation of spirits and souls, allowing the user to speak with those long dead, warp the emotions and magic of all other magic types, and (when needed) even open portals to Eternity's End and back. Hollowmancy blurs the line between reality and the spirit realm (Eternity's End), often causing a user to have difficulty telling what is real or not and sometimes even allowing them to become possessed by otherworldly spirits against their will.
Soul Gems Art (8-Bit Style):
"A Ruby Soul"
"An Emerald Soul"
"A Topaz Soul"
"A Sapphire Soul"
"An Onyx Soul"
"A Diamond Soul"
"An Amethist Soul"
Zeltora's Magic (Part II):
Wait, please stop! Before you go try and understand the mountain of information I just shoved in
your face or how magic works in Zeltora, it is vital that I explain the great power of the soul.
In Zeltora, all living creatures are born with a soul of great power inside of their heart,
with the potential to manipulate the world of magic... If they are given some. Very
few people are actually born with any magic of their own, fewer still even know
that they have it, much less are able to use it effectively. Some say that
it is a power that only ever manifests and grows within the souls of
the worthy, but there is no definitive proof of this in Zeltora.
Magic has always been a gift, not a right of birth.
For countless millennia the Shards have been not so secretly granting
small portions of their magic to people they deem worthy (at birth). Strangely,
the Shards always choose people who are born within their own domain. Perhaps there
is a reason for this, or perhaps they are just playing favorites, again. We wouldn't put it past
them. The Shards never want to grant anyone more than a minuscule fraction of their true power.
The Shardkeepers are the exceptions to this rule of course.
Fortunately for everyone, there have not been more than four Shardkeepers active in Zeltora, ever.
if a 5th Shardkeeper was found, the entire balance of power could come crashing down overnight.
If any of the unbound Shards: the Shadow Onyx, the Spirit Amethyst or the Volt Diamond,
were to form a binding contract with a mortal soul, the Zeltora we know and love may
soon find itself balancing once more on the jagged edge of a Third Great War.
But, nobody would be stupid enough to to do that... Right?
Important Magic Symbols:
"The Empire's Insignia"
The First Great Allegiance: "Power is your Freedom!"
"Shardkeeper's Sigil"
Symbols of the Shardkeeper: "Legends never truly die!"
"The Trinity's Insignia"
The Second Great Allegiance: "Freedom your is Power!"
"Insperation"
Elemental Fire:
(The Pyromancers)
"Dedication"
Elemental Water:
(The Hydromancers)
"Determination"
Elemental Lightning:
(The Geomancers)
"Absolution"
Elemental Spirit:
(The Hollowmancers)
"Information"
Elemental Lightning:
(The Electromancers)
"Corruption"
Elemental Shadows:
(The Necromancers)
"Tradition"
Elemental Nature:
(The Aethermancers)
"The Zizians"
Elemental Anarchy:
(An Ancient Cult)
More Information About Zeltora's Magic:
The Five Basic "Levels" of Power in Zeltora:
20 8 9 19 0 5 24 16 15 14 5 14 20 9 1 12 0 9 14 3 18 5 1 19 5 0 9 14 0 18 1 23 0 19 8 1 18 4 16 15 23 5 18 0 3 15 21 12 4 0 16 21 19 8 0 20 8 5 0 22 5 19 19 5 12 0 1 14 4 0 20 8 5 9 18 0 13 5 14 20 1 12 0 19 20 1 20 5 0 9 14 20 15 0 9 14 19 1 14 9 20 25 0 9 6 0 23 5 0 1 20 20 5 13 16 20 0 20 15 0 3 18 5 1 20 5 0 9 20 0 1 7 1 9 14 0 20 8 5 14 0 1 7 1 9 14 0 9 20 0 3 15 21 12 4 0 2 5 0 23 8 1 20 0 9 20 0 20 1 11 5 19 0 20 15 0 19 8 1 20 20 5 18 0 20 8 5 0 1 14 15 13 1 12 25 0 6 15 18 0 7 15 15 4
0 15 14 12 25 0 19 15 0 12 15 14 7 0 1 19 0 23 5 0 3 1 14 0 16 1 25 0 15 21 18 0 3 1 18 4 19 0 18 9 7 8 20 0 23 9 20 8 0 20 8 5 0 14 5 23 0 15 14 5 0 4 15 3 20 15 18
The Map of Zeltora's Elemental Territories: