Happy WBW! First I would like to ask about what other signs magic types in Firewalker give off when the person is upset.:D This is just such a neat idea.
Second, any particular wip on your mind lately? Any new specific worldbuilding facts, maybe from Shackles of time👀?
@writingonesdreams
Hey, Dreams, happy WBW to you too. It's always a lovely day when you stop in ^^
As a note - all of the magic types can kill their mages if they lose control of it too far, so there are death mentions below the cut including burning alive, drowning, ect. Nothing in depth or detailed, but it's there.
I'm going to start with your update because it's partially your fault, and I do mean that affectionately :D
Soooo, I may have had another god/champion combo appear, and it's kind of an interesting one. You remember how I mentioned there might be a God who would pick Merle for the fun of corrupting her oh so noble morals? Yeeeaah, combine that with the lovely description of a space siren in @queerlilchinchin's The Fantastical World of Dreams and I ended up with a new God/Champion combo that's basically a siren goddess and her very bewildered, not at all happy with this situation champion. Their story doesn't really have a good cross section with the other chaotic god/champion duo which means I now have another story in the Forgotten Gods universe I'm probably going to write someday.
So Forgotten Gods is on the brain again, endless gnawing at my brainstem for attention, but I sorely need to buckle down and knock some Shackles of Time chapters out because once the December Book Dragon Challenge begins and people start completing the challenge, I'm going to have 0 time to work on any of my projects and as it is I don't have enough chapters banked up to even get through December, little alone my sure to be packed with art January.
I'm almost done with the rough draft of the final chapter of The Stormy Road Ahead arc in The Shackles of Time, so I'll be sinking my teeth into the second team's first arc soon. Merle, Arlen, and Night will still be the main focus of the series, of course, but I would be lying if I said I wasn't excited to get to play with my depressed elf druid, Drusilla, again <3
Now looping back to the original question you had - Firewalker magic types and their auras.
The auras are not exclusive to anger, pretty much any extreme emotion, sadness, too happy, ect; can do it. Anger is just the most prominent in the story since Valerian has the hardest time reining that particular emotion in. I don't blame him given the circumstances I put him in, and he's not the only mage to lose it because of anger in the story, but still.
There's different levels to each aura, and the stronger the mage the more powerful these effects are and the more dangerous they can be to the mage and the harder than are for that mage to rein in.
Fire - Begins with body temperature rising and the mage feeling their magic flowing without them pulling on it, continues on to heat around the magic user rising. The magic begins to feel like it's burning. Then flammable things around the mage, including clothing, may begin to catch fire. At this point the magic within begins to burn the mage. If they cannot get control, they catch on fire themselves and will likely die.
Water - Begins with the mage feeling like their skin is damp and magic flowing with out them pulling on it, continues to condensation on the skin much like a cold sweat. For some mages this is salty like the ocean and for others it is fresh water, depends on the god their power originated from. The humidity of the air around them then begins to increase and they feel like they've got water running down their throats or filling other parts of their body, this seems to depend on the individual. Continues on to water running off the mage and potentially causing internal damage or drowning. In cases of very powerful mages the area around them may become encased in a bubble of water.
Earth - Begins with mage feeling their magic flowing without them pulling on it and the ground beneath them begins to crack slightly. Continues onto the soil changing depending on the God that original granted the line magic, ranging from sand to rock to just loose soil. Continues onto the terrain beneath the mage changing, also ranges depending on origin of the magic. Uncontrolled magic flow begins causing internal damage. The ground will begin quaking beneath the mage and can tear open the ground beneath the mage, sometimes resulting in injury or death.
Air - Begins with the air around the mage subtly shifting and the mage feeling their magic flowing without them pulling on it. Air movement begins to strengthen and the mage feels something in their breathing change. Air currents grow stronger and more unpredictable, small whirlwinds and the breaking/moving of objects may occur. Progresses to mage having difficulty breathing due to air in lungs being affected and magic running uncontrolled through the body can cause internal harm, wind becomes too strong to move effectively through and in cases of powerful mages can even throw people around. Mage can be harmed by flying objects or lack of air. Ice - Begins with the body temperature dropping and the mage feeling their magic flowing without them pulling on it. Continues onto the temperature of the air around them dropping. Progresses to frost-like ice growth on the mage's skin and clothing. Temperature continues to drop and where the magic flows grows painfully cold. Surrounding area begins to frost. In case of strong mages ice crystals can form around the environment or grow off of them and the air gets so cold it's hard to breath. If magic is not controlled, mage's body temperature will continue to drop to dangerous and even deadly levels.
Lightening - The air around the mage begins to smell like ozone and the mage feels their magic flowing without them pulling on it. Static electricity begin to build up around them. The mage may begin to experience slight muscle spasms or jolts of pain next. Little flashes of electricity begin to dart around the mage's body and may lash out at random things, causing harm to others, start small fires, or harm the mage. The pain and spasms increase and the electricity grows stronger. In cases of powerful mages these may become very strong shocks that can kill, or seriously harm, things that get struck. During a storm, the lightening from the storm will also react to the mage's out of control magic and become more violent. If left unchecked, the mage can suffer great harm or death from the internal damage of the magic or the electricity.
Light - Body temperature rises subtly and the light around them grows brighter, the mage/knight/priest also feels their magic flowing without pulling on it. A light begins to shine behind the eyes next and the light around them grows brighter. Then, the light magic wielder may begin to feel a dull burning ache inside them as they begin to glow. Air temperature continues to rise as does body temperature and light brightness, magic wielder's out of control magic begins to cause internal damage. In particularly powerful mages, particularly flammable objects around them may begin to catch fire and looking at them may cause damage to people's eye sight. If left unchecked, the mage's out of control magic burns them out.
Darkness - Darkness is kind of a unique element in the set. It's the only magic type that doesn't have a direct means of attack or anything that it physically manifests besides shadows and darkness, and therefor how it manifests when the mage is experiencing intense emotion outwardly appears milder, but the out of control magic within is still doing internal harm like all of the other elements.
Begins with the light around the mage dimming slightly and the mage feeling their magic flow without them pulling on it. Continues to a more obvious gloom and the mage begins to feel discomfort as the magic flow begins to run wild. Progressed to a deep darkness and pain as the magic begins to cause internal harm. For particularly powerful mages this darkness can encase a large area. If left unchecked, the darkness continues spreading while the magic continues to eat away at the mage, causing significant harm or death.
And that's all of the magic types and what happens when they let their emotions run amok. It's worth noting that once a mage recognizes that their magic is moving without them pulling on it, which is just how I describe them consciously using their magic source, they usually stop what they're doing immediately and start meditating or finding another way to calm themselves down. Arguments with mages tend to stop when one or both of the parties are showing signs of their magic activating without the mage's consent and are put on hold until it's back under control.
One of the first thing mages are taught when their magic begins to manifest, assuming that they are around a more experienced mage when it happens, is control over their magic flow so they can suppress/gain control of these effects even while upset. Some have an easier time with it than others, though, and every mage has a limit to what they can handle before the magic slips.
~
As for new and specific world building details - Yes. Yes I do have some.
I have decided that there's a sparkly black Ocean in Forgotten Gods, see the first part about a siren goddess.
And I've been working out the details of Arlen's flow magic and some of the world's history as well as more information about Spirits and how they work in Forgotten Gods, and I've finally pinned down exactly what Cherrenth is.
An interesting thing I've learned is that flow magic can be corrupted. When it's corrupted it messes with flow casters' abilities to control their magic properly. They can call upon it easier, but hanging onto it for too long is very dangerous. You can learn more about this soon, if I'm remembering where you are in the story correctly >;)
Another interesting fact - There's an ancient order of mages in Shackles of Time's history that was dedicated to waging war on fiends, which means that the Mad War was not the first invasion that they fiends have staged through the shadow gates, which implies that they've been fully opened before in the past. Which is a fun world building detail that I've been having lots of fun playing with >;D
I have sadly also learned that there was an entire clan of wood elves that was nearly entirely wiped out by the Mad War, along with the spirits that they had lived alongside, but as an interesting side-tangent of that line of thought I discovered the wood elves have a large degree of cultural differences between the clans that partly depend on region and partly depend on what spirits they lived beside. We'll learn more about that when Drusilla and her team come in.
And that's all that's coming to mind at the moment. I'm sure there's plenty of newer details I have that are just slipping my mind right now.
Thanks for dropping by~! If you have more questions you know where to find me.
I hope you have a lovely day/evening.
















