Magic
Magic is commonplace with everyday activities in Zodia, though with the convenience of modern-day
technologies some magic practices have fallen out of practice.
Everyone has the ability to use magic, though some species are more intune with a specific type of magic over others. Much like talent, some are gifted from the go, while others train.
Most Magical
Average
Elemental Magic
The Four Base Elements:
Fire,
Water,
Air,
Earth

The Four Sub Elements:
Fire + Air = Lightning
Fire + Earth =
Water + Air = Ice
Water + Earth = Flora
Opposites
Fire + Water
and
Earth + Air
do not have sub elements due to their incompatible nature.
They destabilize one another, to the point that even Anceint Magic cannot
control them.
All Feledari are born aligned to one of the four
base elements,
which influences their physical traits, the way they control magic,
and even aspects of their culture.
Unicorn Fauns and
Fae can also develop physical elemental traits through their bloodlines,
though these manifest differently.
Unicorn Fauns, elemental magic is often linked to
the gemstone properties they
inherit.
Example:
Ruby and Opal align with Fire;
Sapphire and Amethyst align with Air;
Aquamarine and Moonstone align with Water;
Jade and Tiger's Eye align with Earth, etc.
Taureans can have physical aspects tied to
Earth,
,
and
Flora.
Merfolk and
Sirens can have physical aspects tied to
Water
and
Ice.
Harpy,Dyad, and
Baphomet may utilize Air magic for flight.
Emotional Magic

Telekinetic
The ability to move/manipulate objects and elements.
Fae,
Unicorn Faun, and
Baphomet are naturally gifted, but must train/practice for a more refined
control
Feledari,
Taurean, and
Siren are naturally "linked" with their elements and sub elements allowing
greater ease for manipulation
Limitations:Telekinesis cannot be used on fauna (living animals or sentient beings).
Only flora and non-living objects/elements may be manipulated.
The user's own physical strength and mental focus determines the precision and the agility of their control
Paired with Physical Magic:
Strength: maximum weight they can move/hold objects
Dexterity: how precisely can the move
Endurance: how long they can move/hold objects
Telepathy
To sense others motives and emotions.
Dyads are naturally gifted toward other Dyads and
other Emotional Magic users
Example:
All Dyad's are born twins.
One sibling is an Incubi the other a Succubi
Incubi: One who can affect others emotions (charisma projection)
Succubi: One who is effected by other's emotions. (empathic sensitivity)
Telepathy allows users to sense emotional states and intentions, but not to read thoughts or access memories, so no
"mind reading"
Clairvoyance
The ability to sense magic; be it in the present or
past in objects and living beings
Drakes are naturally gifted with their third eye.
As they age and their vision deteriorates, they hone their third eye to navigate the world around them to
sense friend or foe.
Example:
A User may sense what type of magic is or was present in an area, how intense it was, and whether it originated from a living being or an object.
Physical Magic

Strength
The ability to exert force through oneself, an element, or telekinesis
Taurean,
Feledari,
Crustacea, Drakes, and
Unicorn Faun are biologically structured in ways that make them naturally
proficient at amplifying physical output through magic.
Endurance
The resilience to withstand physical and emotional
force
Fauns, Arachne,
Crustacea, and Taurean are biologically
structured for high resilience, making them capable of withstanding both physical and emotional force.
Dexterity
The precision of physical and emotional
force
Arachne, Dyad,
Felidari, Harpy,
Merfolk,Satyr, and
Baphomet are biologically structured for precision, coordination, and control
over both physical movement and emotional based magical forces.
Example:
Baphomet, Harpy and
Dyad with their wings for more agile flight and maneuvering
Merfolk for swimming and speed.
Felidari, Arachne, and
Satyr are more reflexive and nimble on their feet
Ritual Magic

No species is naturally gifted in Ritual Magic, and its effectiveness increases when performed by groups, communities, or organized practitioners.
Rituals rely on preparation, tools, symbols, and cooperation rather than raw magical affinity
Medicinal
To heal/mend with aided tools and potions imbued with Elemental,
Emotional and Physical Magic.
Practitioners channel magic through these tools and potions to mend wounds,
stabilize conditions, or to accelerate natual healing.
Alchemy
Blending Elemental Magic with scientific principles such as chemical,
botanical and metallurgy
Through controlled reactions and transmutations, alchemists create tools, potions, compounds and materials that would be impossible through science alone.
Prophecy
Produces short, symbolic, and often ambiguous glimpses of possible
futures.
This magic is linked with Ancient Magic,but is very weak which is why it is so vague and interpreted
under scrutiny.
Prophecy magic is typically performed by communities for various holidays around the year, especially around areas built around
Ancient Magic.
Ancient Magic
Ancient Magic is sealed within the Somnium Realm, yet still manages to
manifest within Zodia.
Ancient Magic originates from the same era as the Gods, Heroes,
and the events leading to The Great Chaos, much of its study is intertwined
with mythic symbolism.
Many of its principles, rituals, and anomalies are interpreted through surviving legends rather than direct understanding.
Many study Ancient Magic from before The Great Chaos, but few can successfully
practice it.
Areas of condensed Ancient Magic have been developed into cities, schools, hospitals, and other major institutions. Excavations of Ancient Ruins have also led to new settlements and research sites forming around them.
Ancient Magic is treated like an "enhancer" to modern Magic, the closer one is to a source of condensed Ancient Magic, the better their magical performance tends to be.
Elemental
Ancient Elemental Magic allows the user to fully manifest and wield elemental forces at overwhelming strength. Altering natural forces on a massive scale.
Emotional
Ancient Emotional Magic heightens telepathy and emotional influence to overwhelming levels, allowing users to perceive thoughts with clarity and exert powerful mental sway over others.
Physical
Ancient Physical Magic grants near indestructible resilience, allowing the body to withstand catastrophic force with minimal lasting harm.
Mortals may wound a God or Hero, but such injuries heal rapidly and leave no trace. Only another divine being can inflict permanent damage.
Wounds between Gods and Heroes do not heal and often scar, leaving heavy traces of Magic, sometimes in the form of a blessing or curse.
Curses
Destructive imprints of divine power that distort or supress abilities.
Residual consequences of divine conflict, judment or exposure to unstable Ancient Magic.
Places, People and Objects can be cursed.
Curses placed by mortals can be reversed once the curser is deceased, but curses tied to divine power or Ancient Magic are far more difficult to remove.
Blessings
Remnants of divine power that enhance natural states, tied to elemental, emotional and physical traits.
They are traces of divine favor, often tied to mythic sites, ancient rituals, or the lingering presence of Gods and Heroes.
Places, people, and objects may receive blessings.
Mortals cannot create blessings themselves, but they leave tribute (celebrations, holidays, festivals) in hopes of attracting one, trusting that divine power chooses if and when a blessing is granted.