Magic
Magic in Avalris can be easily divided into six main elements: Fire, Water, Earth, Air, Light and Darkness. Each of these have different uses and overusing magic can backfire horribly due to excess mana building up in the body; with higher level spells causing negative side effects much quicker.
- Fire is the primary offensive element. At lower levels, it can create a small stream of fire to attack opponents, but a high-level fire caster can create towering infernos and flaming twisters to destroy all in their path. Overuse of fire magic will cause major burns on the caster's body. Continuing to use fire spells after this will eventually cause the caster to rather spectacularly burst into flames.
- Water is a mainly defensive element, being used to soak up attacks. However experienced water users can manipulate water into destructive tendrils or lower its temperature to form spears of ice. Overuse of water magic will lower the body temperature to dangerous levels, eventually leading to death.
- Earth magic is both defensive and offensive, primarily being used to create barriers to trap opponents or by time to escape, but also useful for creating stone spikes. Overuse of earth magic will cause a rigid stone-like layer to form over the caster's skin, stopping them from moving and blocking airways.
- Air magic can be used to boost movement speed or performance feats such as leaping over previously impassable obstacles. A talented caster of air magic can use it to lift themselves, or others, from the ground, creating an effect similar to levitation and telekinesis. Overuse of air magic will cause air bubbles to form in the caster's blood, leading to death.
- Light magic is mainly used for healing but also drives off undead and demons, harming or even killing them at higher levels. Overuse of light magic will cause the destruction of the body and transform the caster's soul into a being of light free from the cycle of life and death. However, these creatures are doomed to wander the mortal realm for eternity, unable to interact with it in any way.
- Dark magic is used to summon demons, raise the dead, or sap the life force of others. Overuse of dark magic, in contrast to overusing light magic, will destroy the soul and twist the body into an empty husk with sharp claws and jagged teeth. These abominations are known as ghouls and roam the land, killing and devouring anything that moves in an attempt to satisfy an eternal hunger until they are killed themselves.
Enchanted items
Items, such as rings, amulets, wands, or staves, can be enchanted to absorb some mana from a specific element when that spell is cast, lessening the effects on the wielder. For example, if a staff is enchanted with fire magic, then it will absorb mana from fire spells and allow the wielder to cast more fire spells, which will be channelled through the staff, without endangering themselves. However, some mana will still seep into the caster's body and the mana will begin to break down the weapon over time, allowing more mana to enter the caster's body and eventually destroying the item. Enchanting is widely practiced and there are professionals in each major settlement who will enchant items, for a fee. The process takes a day once it has been started, and different enchanters can do different enchantments:
- Human Enchanters can perform all kinds of enchantments equally, but not to the quality of specialists from other races.
- Dwarven Rune Priests are excellent for fire enchantments, but make the worst quality enchantments for other elements.
- Elven Adepts create the best air and light enchantments, but are horrible at other elements.
- Aarbrokian Nightspinners create superior dark enchantments, but create poor enchantments for other elements, and cannot perform light enchantments at all.
- Siavian Spellweavers create the most powerful enchantments known to Avalris, but can only create water enchantments, and nothing else.
- Arghinian Lorekeepers create powerful earth enchantments, but have difficulty in enchanting anything else.
- Orcish Shamans can create incredible quality enchantments for all elements, but the process takes far longer (An entire week) and they will only do so for allies or friends to their tribes.
Familiars
When an individual with particularly powerful magic is born, an animal will hatch/be born at the exact moment of that person's birth and their souls are bound. The two typically meet after ten years. These are familiars. Familiars and those they are bound to can communicate telepathically and are effectively two halves of a single being. Should one half of the bond die, the other will perish immediately; while familiars are essentially ageless themselves due to the magical binding, they will still perish along with their masters. Likewise, they can still be killed, which will in turn kill the familiar's master. As such, both the mage and the familiar must work to protect each other to ensure survival, particularly if either of them is weak or frail.
Birds, wolves, boars, reptiles and domestic animals are common familiars, but nearly anything can be born as a familiar to a human, elf, dwarf or orc, and those chosen by the gods can have their familiars transformed into much more powerful creatures, such as turning a snake into a dragon.