Other Literature Layn's lore

Lore will be here
Ventus - Wind
Ignis - Fire
Aquas - Water
Terras - Earth
Gelus - Ice
Tonitrus - Lightning
Locus - Astral

Most can only use one, but highly ascended beings can use multiple. The Seven Elements may be used in any way, as long as the caster has enough magic capability to do so. A meteor may be summoned by a strong enough Terras user, a colossal wave by a strong enough Aquas user, or a star by a strong enough Locus user, note these uses are not equal comparisons, a star is significantly harder to create then a colossal wave.
In bard's tales they speak of the 7 gods of the elements using their instruments to create the world, there is the harp of [input wind god name], the violin of [input fire god name], the flute of [input water god name], the xylophone of [input earth god name], the horn of [input ice god name], the trombone of [input lightning god name], and the bagpipe of [input astral god name]. They had played such beautiful music that a world sprung with life beneath them.
The Seven Elements aren't the only types of magic, there is other magic that uses runes to function. There are two types of runes, stardust runes and drawn runes. Stardust runes use mana to draw symbols in the air, that in turn cast spells. Drawn runes are made by drawing symbols on a surface, they store spells and can be used as long as the symbol is in tact. Common spells for runes include: truth, invisibility, immobilize, fireball, ice shard, and light. Spells can be created but it takes skill and knowledge to do so, and must be built off of a previously existing spell. Dark magic may be used, but it corrupts the users mana, dark magic spells include: mind control, soul leech, possession, and one-way telepathy (note telepathy is not considered dark magic if two people or more decide to use telepathy together, and as such will not corrupt them). If one's mana becomes fully corrupted, they become a Dark Voidling. Voidlings are amorphous creatures that may take on any shape, their distinct feature is a complete absorption of light, they live in the void. Voidlings at some point take on an element, whether it be Ventus, Ignis, Aquas, Terras, Gelus, Tonitrus, or Locus. After they take on an element they are brought to the main world and may take on whatever life path they desire. Voidlings usually strive to strengthen their magic capability. If anybody reached 0 mana, they are transported into the lower void, transformed into a dark voidling, and sent back to the main world. Dark Voidlings are highly aggressive and strive to destroy.
The kinetic abilities are a large grouping of powers, all of them relating to controlling something. Kinetic abilities are usually inherited by the bloodline, and will not usually change much compared to the ones that were previously in the bloodline. On a rare chance, somebody may be born with a kinetic ability, even if it's not in their bloodline. Kinetic abilities include, but are absolutely not limited to: Geokinesis, aerokinesis, hydrokinesis, chlorokinesis, pyrokinesis, and telekinesis.
Each type of magic has a different ranking system, each made by the respective councils.
Elemental sorcerers are classified by mastery of elements, and quantity of elements. Mastery is a half point and quantity is a full point. The rankings are: 1st class; 1st class 2nd division; 2nd class; 2nd class 2nd division; 3rd class; 3rd class 2nd division; 4th class; 4th class 2nd division; 5th class; 5th class 2nd division; 6th class; 6th class 2nd division; 7th class; 7th class 2nd division.
Rune rankings are based off of the spellcasters array of spells, and if they have created their own spells. The ranks are: Unranked (1 spell); Novice (5 spells); Amateur (15 spells); Adept (25 Spells); Expert (35 Spells); Master (45 spells, 1 created spell)
Kinetic rankings are based on the innate power of the kinetic ability, not the skill of the user. The rankings are: C-Class Kinetic (Simple kinetic abilities, such as pyrokinesis, or geokinesis); B-Class Kinetic (More abstract abilities, such as gravity manipulation, or laser manipulation); A-Class Kinetic (Fairly abstract abilities, such as pressure manipulation, or emotion manipulation.); S-Class Kinetic (Abstract abilities, such as mana manipulation, or matter manipulation.)
Like any world, Divisonance has many groups and factions, some govern, some are guilds for adventurers, and some attempt to bring total chaos to the world.
The Organization of Magic Governing is a group of people dedicated to learning and ranking the magic of Divisonance. The OoMG has three divisions, the Division of Elements, the Division of Runes, and the Division of Kinetics. Each division is specialized in ranking and learning the respective type of magic, and has a council member to represent them. The OoMG is neutral in war, and only serves to learn about magic.
The Nocturnal Regiment a group of dark voidlings. It is recommended that if you see a member of the Nocturnal Regiment, immediately run and hide. The Nocturnal Regiment commonly attacks villages or other such small settlements, and will attack anybody who they see as a threat.
Forgecrest is a small group composing of Kale, [Name here], and [Name Here]. They are not nearly as large of a threat as the Nocturnal Regiment, but if you see a member, do not engage. If you've sighted any members in the area, put your valuables in a safe place and stay indoors unless required to leave.
Familiars are creatures that can be bonded to people through magical connection. Familiars can come in a variety of shapes and appearances, but one thing they all share is the ability to control one of the seven elements. The main way to determine the element of a familiar is to look at their general features, for example, a water based familiar may be partially comprised of water. Familiars are not typically larger than a meter tall. If a spellcaster has bonded to a familiar, they can cast projectile-based spells out of the familiar.

Information on magic in Solarius. Written by Laurel Woodchime. (An OC, not a real person.)
Magic is the form of condensed mana, which can take the form of many things.
Mana is the energy used to cast spells and use magic forms, all living beings have mana, but only some life can use it to cast spells. Spells cost mana, which regenerates over time. To increase your mana capacity, you have to use the magic forms.
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The forms are; Earth, Fire, Water, Wind, Plant, Lava, Plasma, Lightning, Ice, Rain, Turbulence, Light, Shadow, and Radiance.

All humans are born with one of the four basic forms, earth, fire, water or wind. Once you master one form, you can use the greater version of the form, like water to ice, or get another form, like water to wind.

To utilize a sub-form, such as rain, you are required to master the two main elements of water and wind. To obtain light and shadow forms you have to master all the previous forms, and to obtain radiant magic you must master the light and shadow forms.

You may be able to trigger an increase in abilities with use of forms, with extremely intense emotion, or a combination of them both.
Help appreciated.
 
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So considering I only see six in the seven elements list, I'd be down to give a few suggestions for #7, if you'd like.
 
I think it would be good to have some explanation of what each of the elements includes/what they can be used for.
 
I think it would be good to have some explanation of what each of the elements includes/what they can be used for.
They are very self explanatory
Ventus - Do wind magic stuff (like make it windy or make a small tornado)
Ignus - Do fire stuff (make fire)
Aquas - (make the ground shoot water upwards or shoot a beam of water)
Terras - (make stuff harder, create tremors, stuff like that)
Gelus - (freeze things, make things out of ice)
Tonitrus - (create lightning, shock things)
Locus - (create meteors, shoot miniature stars, shoot lasers)
 
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