Summary: Mana-based magic is what creatures naturally tied to the Earth realm use. Ley lines provide the fuel needed to cast this magic. Most creatures require a “Spell Language” to cast spells, but more advanced users can do so without uttering a word. Those just delving into magic, however, require the language. It helps them channel their magic and better direct it in their minds.
Fuel: Mana is a bright blue substance found all over the world in ley lines. Such networks of magic are known as “the veins of the world”. Mana is a substance that is required by all living things, much like food or water. However, not actively seeking it out and taking it in will not kill you. There are trace amounts of mana in all living things and bodies of water, meaning the minimum amount of mana required to live is always kept up.
However, the base amount of mana to keep yourself alive will not allow you to cast spells. Mana is required for every bit of magic that you seek to cast if your origin is Earth bound. Mana needs to be drank in after a lot of it is consumed, since it is the fuel source for magic.
Types of Common Magic on Earth & Drawbacks:
1. ‘Elemental’ Magic: Fire, Ice, Wind, Earth. Not the Periodic Table. Though messing with Earth Magic includes much of the elements on there too. Manipulation of these forces can include affecting the weather as well, if you are an advanced mage.
Drawbacks: Without proper protection, the elements will harm the user. An abundance of fire or electric magic will burn the caster. Ice will freeze the cells and pierce them. Earth will drain away mana much faster. Wind will leave the user breathless and reduce how deeply one can intake their breath if used too much.
2. Fleshcrafting: A very dangerous type of magic in which the user can craft a creature out of flesh, sometimes from the page of a book, other times from their own imagination (for advanced users). Sometimes, a soul can be ripped from the underworld and be implanted into the crafted creature, which aids it in lasting longer. These creatures cannot cast their own magic and do decay.
Another use for fleshcrafting is to sacrifice bits of one’s body to achieve a certain task.
Drawbacks: Without proper protection, a person using fleshcrafting magic will damage their own flesh, including internal organs. This can cause quite a bit of bleeding and can even kill the user if they’re not careful.
3. Necromancy: Raising the dead or speaking to it can occur here. The spirits caught in the fae realm due to having not made it to the underworld can be summoned and commanded with this magic as well (though with some difficulty, no doubt). A soul can be ripped from the underworld and implanted within the corpse, however it still decays.
Drawbacks: Without proper protection, long forgotten memories can be resurrected. The caster’s mind can be driven mad by this, as the most grisly of their deaths from their past lives can be brought up, along with negative things best forgotten.
4. Shapeshifting: Most commonly the ‘familiar form’, or a small animal one takes on to spy or to do other tasks. This magic is the most simple and easy to master, but it isn’t all that powerful unless you’re a true shapeshifter.
Familiar forms are very strange. They keep some traits of the original creature, but it varies from person to person. For example, mammalian sweat glands and tear ducts upon a bird. Non-shapeshifters cannot speak in their unnatural forms.
Drawbacks: Misuse of this magic can result in some horrible deformities. It’s not so common with those practicing a ‘familiar’, but anything beyond that can be rather dangerous. Most non-shifter mages avoid playing around with this, but in some rare cases, they’ve been able to successfully make themselves doppelgangers.
5. Telepathy: Mind magic, not to be confused with mind control, which is not a common mana-based magic except for a very small amount in some royal vampire bloodlines. This magic can be used to communicate via mind, or project one’s voice. Barriers can also be made with this kind of magic, though that’s more commonly seen from underworld creatures. Finally, telepathy goes hand-in-hand with telekinesis, or the ability to move objects with the mind.
Drawbacks: Without proper protection, misuse of telepathy can result in migraines. Too much of its use without proper precautions can result in chronic, permanent migraines.
6.Enhancement: This magic enhances another creature, giving it a massive amount of strength and speed. It can be used on oneself as well, though this carries a significant amount of more drawbacks if used incorrectly.
Drawbacks: Without protection, this magic can greatly weaken the caster.
Types of Uncommon Magic on Earth & Drawbacks:
This section covers magic in which is more common in other realms, but can still be seen (rarely) on Earth.
1. Illusion: The ability to create false stimulus, whether it be touch, taste, sight, smell, or hearing. Earth-based creatures tend to only be able to cast minor illusions. The Fae & Underworld have stronger illusion use.
Drawbacks: Without proper protection, illusion magic can backfire on the cast and constantly make them think they’re seeing things that aren’t there.
2. Enchanting: On Earth, this magic is used typically on scrolls to store spells for later use, without the need to expend magic. Underworld-based creatures can do much more with enchanting, however.
Drawbacks: Without proper protection or ingredients, these spells can backfire, and trying to use the scrolls can produce some very detrimental effects.
3. Healing: On Earth, this magic has been made obsolete by modern medicine. However, it can speed up the effects of healing upon someone wounded. Using mana to heal unless you’re in a dire situation is ill-advised.
Drawbacks: The drawbacks outweigh the benefits of healing when you have modern medicine. Healing damages the body even more than fleshcrafting upon the caster. Only the most advanced of legendary magic users can avoid this drawback.