I thought I would post this chart that explains the magic (to a small extent, it goes a lot deeper). This chart has been invaluable to keeping me on track, especially with remembering everyone’s eye colours (you’d think I’d remember it by now, oof). The formatting is a bit weird transferring from my Google doc into WordPress, but it’s not too bad. Anyway, enjoy!
Magic
There are 12 branches of magic in Ptansia. The School of Advanced Magical Arts (the name has changed) organizes them by type, but they are all separate from one another, and ability in one elemental magic, won’t make one better in another elemental magic. A single form of magic can take some a lifetime to fully master, so some people are masters of only one form, or merely okay at a couple. Only the truly gifted, or incredibly hard workers can become masters of more than one. The various kingdoms across Ptansia have magic they prefer, where schools for said magic are more likely to be found. Some kingdoms, such as Djat truly despise some types of magic, Were Magic, in Djat’s case. No magic is officially banned across Ptansia but Curse Magic is nearly universally banned across the kingdoms. If one wanted to become a Curse Wizard, they would need to travel to Yaudi, go through rigorous testing and prove themselves capable, wise, and good.
Chart of Magics
| Type | Kingdoms that have schools. | Kingdoms that are against | Eye Colour – As is known, magic dictates eye colour (the stronger, the brighter). A non-magical person will have brown eyes. |
| Elemental Magics and Brief description | |||
| Water Magic – Magic that deals with working with water, at low levels used by farmers, at high levels can be fairly destructive or great on ships. | All. Primarily found in Djat | None | Blue |
| Blood Magic (extension of Water Magic) – Level 3 Water Wizards can cross into Blood Magic, but it is forbidden in many places (though every military has a few) | Horutan | All but HoruTan. Information can be found in Yaudi, every Kingdom does have Blood Wizards in their military. | Blue with red cracks |
| Wind Magic – Magic that deals with working with the wind, often used on ships. Any Navy needs powerful Wind Wizards. | All. Primarily found in Calydron. | None | White |
| Earth Magic – Magic that deals with working with the earth. At low levels can be great on farms and for building, at high levels can be devastating at war. | All but the Kingdom of the North. Primarily found in Aewon. | Kingdom of the North | Green |
| Fire Magic – Magic that deals with working with fire. At low levels can be used to light torches and keep homes warm (newer technologies are using it to power machines). At high levels can be extremely destructive. | All. Primarily found in Redlands, Redlands people are so used to heat, lava and flames that they seem to have a natural immunity to fire. | None | Orange |
| Life Magic | Redland only has Elemental Schools, so when “All” is listed, consider that to mean not Redland. | ||
| Clerical – Used for healing. A cleric can heal someone as long as they have the necessary parts (animal bones to heal bones, leather to heal skin, blood to replace blood loss). At higher levels, more people can be healed at once and clerics can use less materials. | All. Primarily found in Kingdom of the North | None | Yellow |
| Necromancy – Used for raising the dead. People must consent before death to be raised. At low levels a wizard must concentrate to keep the dead “alive”, at high levels the dead can stay alive, in limited ways, or with concentration can become fully capable. | All but Aewon. Primarily found in Basit. | Aewon, though it is not a highly looked upon magic anywhere but Basit. | Black |
| Mind Magic | |||
| Hypnotic – A magic for convincing people to do what you want. At low levels it can moderately affect someone’s emotions towards something. At high levels it can effectively control someone | All. | None, though can be considered a fairly immoral magic. | Pink |
| Animal – A magic for speaking with and controlling animals. At low levels it allows speech only, often people will bond with one animal. At high levels, animals can be controlled in large amounts, swarms of locusts, a battalion of bears, etc… | All, people of Aewon are naturally adept at it. | None, though Djat has schools, it is not very respected. | Purple |
| Luck – A magic that deals with someone’s luck. At low levels it may only affect the Wizard using it. At high levels it can affect an entire army, perhaps a catapult on the other side misfires. Perhaps a dam breaks at the right time. A Luck Wizard’s eye colour changes as Luck deems necessary. | All but HoruTan and the Kingdom of the North. | HoruTan who does not believe in “Luck”, though many across the continent aren’t sure luck magic is real, or just fabricated. | Changes based on what is “most lucky” at the moment. |
| Transformation | |||
| Were – A magic where a wizard can transform into an animal. At low-levels a wizard can transform into an animal of similar size and shape with concentration. At high-levels a wizard can transform into nearly any animal (most Master Were Wizards have 5 animals in their belt) for an indefinite amount of time. | All but Djat. | Djat, who believe Were magic is an abomination and punishable by death or exile. | Silver |
| Curse – A truly powerful magic. At low-levels anything can be changed to an extent, colour, size, shape, smell. At high-levels entire countries can be changed. There are always consequences. Always. | None | Although one can find information on Curse magic, especially at Yaudi, it is effectively forbidden, especially after the destruction of Vedu and Slorick and the subsequent creation of the Kingdom of Pestilence | Indecipherable. Since Curse Magic is effectively banned, it is unlikely you’d ever find a Curse Wizard to see their eye colour. However, Yaudi scholars indicate the colour is impossible to pinpoint, as if it escapes reality. |

