I was going to draw this, but spells can be kind of hard to draw and I've sat down like, three times to do it and not got anywhere so.. because I am bored and want to make a new journal... let's do this as a journal!
So magic then. One of the questions you have to answer when you have magic in a world is 'How does it work?' along with 'Why isn't everyone doing it?' 'Why not use it for everything?' and 'Can you take over the world with it and why hasn't anyone done that?'
Miss Prince was actually partly fuelled by the question 'Why not just use magic for everything?' and I spent a great deal of time thinking about how it works, and truth be told, I am still thinking about it... but there is a great deal I have worked out and I kept meaning to write some of it down, as I said. So here it is. Except for certain er... spoilery things... -cough-. We won't talk about that.
Magic in the Otherworlds is just like any other skill. It's difficult to learn and once you've mastered the basics, you're more likely to specialise in a certain area than try to master every spell ever. It's very much so like art. Some people focus on drawing humans, but their backgrounds go neglected. On the other hand, some people are amazing at landscapes, robots or animals but their humans leave something to be desired. Some people pour all their efforts into digital work, while others master watercolours or pastels. Some people are a bit of a jack of all trades or even just amazing at everything, rare as they are. It works the same with magic. Once someone learns how to do magic in general, they'll have to work on it and train themselves to do basic things. Then they'll learn to do specific things that will help them to do whatever they want magic for, like healing for example. The more they do those spells, the easier they become, but it won't necessarily help them to do a different type of spell, just like drawing a ton of ponies won't help your human anatomy any.
Also much like with art, you can do the same sort of spell in many different ways with different ingredients and differing results. A drawing of a stick man on the pavement is still as much a picture of a person as an exquisite oil painting of a man on a canvas. Is the chalk picture on the pavement easy to do? Yes. Is it going to last very long? No. If people walk on it or if it rains, that stick man is going to get scuffed up or just plain disappear very quickly. Not so with the oil painting. Especially not if it's kept in an art gallery, all nice and dry and behind glass, perhaps. You could cast a quickie sleep spell for example, and it might wear off after five minutes. Doesn't matter if that's all you need. If on the other hand, you want to override an existing curse, say, that would kill someone if they prick their finger on a spinning wheel and you need them to sleep for a REALLY long time while you figure this mess out, you're going to have to use something a bit more complicated and put some actual effort into it. I mentioned putting the painting in an art gallery because location is also a factor. People have their own magic and so does the environment. If you're going to rely on the environment to keep the spell going, you want to make sure it has plenty magic to go around. For example, magic potions and enchanted objects will lose their magical properties over time. This will be slowed down or frozen if the environment they're kept in is magical enough. Fairy gold is notorious for turning back to stones or coal in the morning. That'll teach you to take spelled currency out of a magical country then, won't it. Same with fairy ointments and the like. They quickly lose their potency once taken out of Fairyland, because the magic level elsewhere isn't high enough.
So onto the actual speciality part then. Different magical races tend to focus on different sorts of spells.
Unicorns: Tend to focus on healing and concealment spells. They live for a very long time though, so they probably have quite the magical arsenal, they're just old enough and wise enough to be able to avoid having to use it.
Fairies: They tend to focus on invisibility, transformation and self-transformation. They use magic for everything though, so fairies have a wide range of spells besides, but it will vary from fairy to fairy.
Djinni: An originally nomadic race closely related to fairies, they focus on much the same things - transformation and self-transformation. They're also good at various kinds of curses and elemental magic.
Mermaids: Self-transformation and weather magic. Also good at animal communication.
Vampires: Still not a species. Nevertheless, they specialise in self-transformation, mind-control and animal communication. Because it's traditional.
Elves: Elves specialise in enchantment of objects, so they make a lot of magic swords and rings and such.
Dwarves: See 'elves'.
Humans: Do not technically have a speciality, as they always learn magic from other races. However witches tend to be concentrate on healing and hexes, along with enchantment and disenchantment. They usually know a wide range of miscellaneous spells that vary from witch to witch and they frequently practice alchemy(in the Otherworlds, alchemy is the making of magical potions etc).
Yokai: Are usually unable to learn magic other than their inherent ability to disguise their animal forms, project cold, etc. It seems that their 'magical wiring' is much more like that of magical beasts rather than other humanoids.
Magical beasts: Various magical beasts have different inherent magical abilities, i.e: Phoenixes and dragons have some fire magic abilities, griffins some wind-based magic, etc. Other than their inherent abilities, magical beasts actually casting spells is rare.
Regular animals: Have very little magic that appears to just manifest as things like sixth sense and being able to see ultra violet light.
And there you go~
I think I have covered anything I can cover without spoilers.
Hopefully it's interesting.
Thanks for reading,
Status: Redrafted. Awaiting feedback.
Status: Awaiting feedback.
Word count: 46000
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'I'll get a job', she'd thought. 'Earn my own ticket,' she'd thought. Lucinda's parents had agreed that it was a good idea. 'It'll teach you some responsibility,' they'd said.
Lucinda was currently staring down a dragon, dressed as a man, on only her first day in gainful employment. She suspected her parents would not think it such a good idea if they knew.
~ from Miss Prince
You can read a sample here - tannbourne.com
On Amazon - www.amazon.co.uk/Miss-Prince-A…
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"Ambrosia. The Drink of the Gods. Thick, syrupy and vanilla flavoured, for some reason. It also contains enough calories to kill a mortal on the spot, so it's just as well that mortals are no longer mortals by the time they finish drinking it. Like Seralina, for example. She hadn't really meant to become a god. She hadn't taken the warning 'This will make of ye a god' seriously. It was her general policy not to trust any claim beyond 'It tastes all right, really'. She certainly didn't trust anything that sounded made-up or used words like 'dynamic'. Going round trusting words like 'dynamic' could get you into trouble. As it turned out, so could ignoring warning labels."
~ from Eggs, Butter, Sugar and Disaster
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