The Categories of Natural Magic

Natural magic is divided up into six categories, each with a variety of abilities afforded to the user. The types of magic users are as follows:

Elemental

Those who control the elements in their environment such as water, the wind, or fire. It can be any sort of element, but to what degree they can control it depends on how well it is understood. Aldous, for example, is a master of both lightning and water, but only understands the basics of fire. He will need more time and experience with flame before he can do anything more than throw fireballs or make it dance for dramatic effect.

Elements can be anything in front of a mage, so long as they have enough understanding of it. They can even combine the various elements that they’ve learned for more powerful attacks. An Elemental can only use what’s in front of them, however. They cannot create what they’re controlling. With that weakness aside, Elementals make for formidable warriors and tend to really appreciate the simple things in life. Some users may have controlling personalities and a near unquenchable thirst for knowledge.

An Elemental who masters an element can become one with it, for a short time. An example of this is how Aldous was able to travel along the clouds in the form of lightning. However, this is an extremely draining process, even for a master. Thus, it is not used lightly or often.

Conjurer

Able to create things out of thin air that do not possess intelligence or a soul. These magic users can create anything they set their mind to, so long as they are powerful and knowledgeable enough on what is being made. It takes a creative and brilliant mind to be a powerful Conjurer, because anyone can come up with a half-baked idea and create something sub-par. A true master will know the finest details of what they’re creating, down to the smallest grain. The Mountain King, for instance, created an entire castle through his creativity and knowledge of architecture. A less experienced or weaker-minded Conjurer would have created a castle that collapsed in short order. For this reason, it is highly advised that Conjurers learn every aspect of whatever they create, just like Elementals for whatever they control. Although this is not a requirement.

Conjurers don’t necessarily have control over what they create. Only a true master of their craft will have minor degrees of control over their creation. For example, the Mountain King was able to command his thunder clouds to make lightning strikes, but could only do so in Aldous’ general area without much aim. A weaker Conjurer wouldn’t have been able to aim the lightning bolts to any degree.

Most Conjurers are creative in one way or another and tend to think in ways that make perfect sense to them, but are illogical to others. They will often rush into something excitedly without thinking of the consequences.

Shapeshifter

These magic folk are able to change the appearance of something and retain its properties. This can be anything from Shapeshifting themselves to turning someone or something into what they desire. However, as with all magic, there are limits. Whatever the transformation is must be well-studied and defined in their minds. They cannot simply make up how a person looks in their mind, and begin the transformation. The user must study and understand what they are Shapeshifting themselves or someone else into, or else it won’t be convincing; or worse, it’ll outright fail. When transforming someone else into something, it takes a substantial amount of magic and there’s a time limit. The more mighty or pathetic the transformation is, the less time it will last. It also depends on the power of the Shapeshifter. It is typically easier for a Shapeshifter to transform themselves or an inanimate object, but these too have time limits depending how much magic is put into it.

If a Shapeshifter were facing another magic user, it likely wouldn’t be worth wasting magic trying to transform their opponent; they would have to be significantly more powerful to pull off a transformation, and even then it wouldn’t last long because magic grants their opponent extra resistance to it.

Each Shapeshifter typically specializes in transforming into something. Some choose to specialize in living creatures, but depending on what creature that is, it can be complicated. Because it takes time to study the look, feel, and mannerisms of a living creature for the transformation to be convincing. Getting a complete idea of their abilities is a must. In addition, each living species is different. A Shapeshifter who specializes in transforming into animals may not be as proficient at transforming into different humans, for example.

However, a master of Shapeshifting will not need much time to learn their new target of expertise. All that is required are one fulfillment each of their five senses. A master of human Shapeshifting, for example, would need only to see their target up close, hear their voice, smell their natural fragrance/odor, touch some part of their body, and taste their most commonly consumed food or drink. 

Shapeshifters are usually idealistic and want to change something – whether that be themselves, the world, or even one specific thing. They are also the most self-conscious of the magic groups and are most likely to hold a grudge.

Summoner

As the name implies, they can Summon people, creatures, objects, and even themselves to a destination of their choosing. However, they must know or understand the place where they are sending to and from. If they do not concentrate, or do not fully know where they are summoning to/from, the results can be disastrous; anything from sending that object to a random location, to Summoning something different altogether.

These magical abilities require the most risk out of any other category because even the slightest break in concentration can send them careening through time and space, possibly destroying themselves in the process. In addition, the bigger/more powerful the person/object being Summoned, the more magic is required and more likely things are to go wrong. Of course, the most powerful Summoners have a 99.99% success rate, but even they must keep in the back of their minds what they’ll do on the .01% chance they get it wrong.

A master Summoner can use many portals at the same time. Where a Summoner who understands the basics can use two vortexes, one entrance and one exit, the master can use upwards of a dozen at the same time; a great way to overwhelm or confuse enemies.

 

They are often living in a state of flux and very much enjoy traveling. The type of person to reorganize when it’s not necessarily needed, and also the most likely of the categories to be skeptical of things they’re told. They all have strong memories, as it’s a requirement in their art.

Nature

Unlike most other categories, these magic users don’t necessarily control something, but instead make suggestions and work together with nature. This can include anything from working and communicating with animals to instructing plants. Even the weather can be considered nature, and entire storms have been redirected in the past through the power of a Nature Wizard’s suggestion to it. Humans are also a part of nature, so through the power of suggestion, it is possible for a Nature user to lead over towns or even countries without the use of force. The more intelligent or powerful the nature target, the more magic it requires to convince.

However, the majority of Nature mages are interested in the less intelligent animals or plant life. A true master of Nature magic can make suggestions via what they call perfect communication, which means they find the perfect means of convincing nature to listen to their suggestion. A master of human Nature, for example, would be able to say exactly the right thing to a person and they will listen to that suggestion without fail. While this could easily be confused with controlling someone, it’s not quite the same because the suggestion must be of some benefit and make the target feel good. There are some limits to this, however, as magic users have resistance, even to perfect communication. It is also possible to train the mind to reject suggestions of a Nature user, even without magic.

They are typically the easiest to get along with out of all the magic categories and usually care little for human issues. They are by far the most understanding, however, and they bear no ill will toward intelligent life if nature is destroyed in any way.

Augmenter

Although magic naturally strengthens the body, an Augmenter goes a step beyond that if they choose to increase their own strength. It’s also possible for them to Augment other things or people. For instance, an Augmenter could make a tree grow to a greater potential size. In this same way, they can specialize in bringing out the potential in non-magic users too; for a limited time, of course. There would be little point in Augmenting another magic user, however, as magic from one user tends to resist magic from another when attempting to change the target’s body in any way, and the effects are often negligible. One exception to this rule are healers, as they Augment the body to return to its normal, healthy state, but it’s passive and restorative in nature. As a result, many humans that went on to become Augmenter healers were formally doctors.

Another common form of Augmentation is the enhancement of inanimate objects. This is often used to make projectiles move faster, or to make melee weapons deal more damage. Technically speaking, nearly anything can be Augmented if it is studied hard enough. For example, in Oratore’s battle against the Mountain King’s soul slaves, he is able to Augment his opponent’s blood so that it clots and shoots up into their brain or lungs, killing them. He can only accomplish this by touching them, however.

In rare cases, some choose to Augment their minds and become full-blown Psychics with incredible telepathic abilities. A Wizard’s mind is one of their most valuable assets, and they are often trained against this type of magic art early on.

Masters of Augmentation vary depending on what they chose to Augment. A master of bodily Augmentation will no longer need to cast an enchantment on themselves to become fast and powerful. They will simply be that way unconsciously, and their bodies will stay in their most perfect form. If they choose to Augment someone or something else, they will bring out the target’s greatest potential, but for a limited time. A master could even accomplish such a feat on multiple targets at once. A master healer is able to reverse nearly any ill effect, so long as the head isn’t damaged. They are also able to heal multiple targets at once. A master of inanimate Augmentation could strengthen something without needing to touch it. A master Psychic has a near-impenetrable mind and unlocks the coveted ability of telekinesis, which is one of the most difficult magical arts to defend against.

They are generally the most empathetic and quick to help others, but also the most naïve of the bunch. Often, users of this category are obsessed with self-improvement and will enforce strict rules on themselves or others.