Kronosaurus and Plesiosaur

I have finished another paleoart painting. This one depicts the giant marine reptile Kronosaurus, catching a Plesiosaur.

At the moment, I am continuing with my writing, and quite looking forward to presenting artwork at the Symposium for the Western Interior Paleontological Society, in March. They invited me to come set up a table in March, so I will be working on some more paleoart, as well as a few landscapes.

[I have started making prints for much of my artwork as well, so please let me know if you’d like to buy one. They make great gifts.]

Worldbuilding — Magic — Types of Magic-Workers

I’m doing another Wolfglen Legacy worldbuilding post here, again regarding the magic-system. Mostly this is meant to be a quick-and-dirty guide to some of the different types of magically talented people (which are a small segment of the population, according to my post on the system of magic in my world). If I develop any other types of magic-workers, I will add them on in another post.

As always, criticism or suggestions are welcome. Hope you enjoy it!

BASIC INFO

Theoretically, it’s possible for a given magic-worker to do most or all of these things, but their expenditure of energy is usually enormous outside of their specialty. A seer, for instance, can spend hardly any effort in seeing what’s ahead of her on the road for dozens of miles, but could break into a sweat if she uses her powers to lift a large book several feet into the air.

As said in the last post on my magic system, active spells cannot directly affect living tissue, apart from the magic-user’s own body (although the spell’s physical effects can affect others, and elixirs and certain objects already imbued with magic can have an effect). Different cultures and languages will have different names for these varying ranks.

A magic-worker’s strengths and proclivities are largely dictated by his or her physical environment during the magic’s formative stages. If there is a lot of combat or destruction around them during that time — anything from the rending of bodies to earthquakes to the demolition of houses — their magic is more likely to be violent and destructive in nature. Or if they get little sleep and use their eyes more actively than most (reading, hunting, picking out faces in a crowd, etc.), they are more likely to become a seer. If there is much water around them, they’ll have a greater sensitivity to controlling water. And so on.

VARIOUS TYPES

Seer ~ Can transfer the sense of sight from their eyes to their seer’s gem, a transparent stone about 9 inches long and made of diamond, smooth and shaped like a flattened egg. They can then hover and guide this stone a great distance from their body; some of the strongest seers have been known to send their stones almost a hundred miles away and could still call it back. The farther the stone goes, the weaker their sight through it. If the stone is broken or goes too far while their sight is still attached to it, they will go permanently blind.

“Warrior” ~ Loosely defined, someone with magic that is immediately practical for causing destruction on the battlefield, and who has been appointed to do so. Typically, this means they specialize in spells involving explosions, heat, or shockwaves.

Carrimva ~ Magic-workers who can change the color of an object without using pigment, even though they are often nicknamed “painters” or “dyers.”

Witch ~ Any magic-worker who has cast spells through a pitch diamond (a Founder crystal altered from its original state). This process permanently alters the way magic pours through their body and mind, making their spells harsher and harder to control.

Hilnarra ~ Someone who can sculpt, fracture, or otherwise alter the structure of a solid physical substance. They are often renowned artists and craftsmen, especially when they focus on glass, wood, metal, ceramic, or stone. Ice, dead bones, and leather are also popular materials for them to use.

Conduit ~ A magic-worker who can turn themselves into a channel for magic to flow from one place to another, rather than turning it into physical energy. The most common use of this talent is putting energy into crystals that are depleted and can be recharged, or to imbue mundane objects with magic for a spell.

SUPPLEMENTAL NOTE: THE SARNOUTHAN SOCIETY OF MAGIC-WORKERS

Sarnoutha is the country where the first book takes place, and like in most developed nations, its magic-workers have their own institution. Through some donations and a lot of private funding, the Society takes care of its members’ education and training. Its members are divided into seven ranks based on ability. From least to greatest:

Fledgling

Conjurer

Druid

Magician

Wizard

Summoner

Warlock