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A cumulative page for all information regarding the magic system within The Empyrean Series.

General Information[]

There are three known sources of magic; dragons, gryphons, or "the source" (a.k.a. the ground). Humans can wield magic by channeling power from one of these sources. If a human channels from "the source", they become a venin. Magic exists naturally in the world, and living beings emit excess magic, like waves off of body heat. It's such a small amount that they don't even notice it.[1]

Once magic is channeled, it is only visible when the wielder gives it a form (ie: grounding, shielding, signets, or lesser magic). Other uses for magic including housing power in objects to act as a battery (i.e. imbuing) or placing power into an object with a specific purpose (i.e. tempering runes).

Dragons' Magic and Signets[]

Signets[]

**For a list of all current confirmed signets, signet-users, and other general information please see the associated pages linked above.

Dragons channel their magic through their bonded rider, which allows the rider to use both lesser magic as well as their signet. Signets are a strong, unique, ability that results from the bond between a dragon and their rider.[2] However the type of signet manifested depends on the rider,[3] therefore no two signets are alike[4], and according to Violet Sorrengail's inner monologue the "feel" of a dragons magic differs from dragon to dragon (ie: Tairn's power is blazing, molten stream while Andarna's is a pearlescent flow).

Signets are limited by a riders control, the more control a rider has over their signet the more powerful they can be in wielding it. If they channel too much at any given time they risk burning out and killing themselves. However in the case of a rider bonding a juvenile, or feathertail, dragon the consequences of burning out reverse and the dragon risks dying instead.

Signs of Burnout[]

  • Trembling
  • Fever (Xaden's skin shows signs during battle of Basgiath)[5]
  • Fatigue
  • Red skin that fades into something similar to a sunburn[6]

Second Signets[]

A rider having two signets is achieved in two ways. The most common is when a dragon bonds with a rider in the direct familial line as it's previous rider. However, there's an equal chance of the rider being driven to madness instead. Bonding this way is, according to Throit, frowned upon and punishable by the Empyrean. Some dragons skirt around this by bonding a distant relative so that their signets are more powerful but not entirely different from the previous rider. [3] The second method, which has only been done by Violet, is to bond two different dragons.

Relics[]

Relics are given to humans through dragonfire. There are two types of known relics:

  • Rebellion Relics are a result of specific runes which protected the children of the rebellion during the Calldyr executions.
  • Dragon Relics a result of a bond between rider and dragon given to the rider after successfully survivng Threshing

Dragon Abilities[]

  • Dragons are capable of sensing runes, however some dragons (like Chradh) have a higher sensitivity than others. [7]
  • Telepathy with their riders, other dragons, and gryphons
  • Sharing their sight with their riders
  • Breathing fire

Dragon hatchling[]

When a dragon hatchling emerges from a new hatching ground for the first time a pulse of star-bright magic is channeled out and through every living thing within a four-hour flight of the hatchling. This event transforms the land around it and thus, changes the magic within that area. [8] Their dragon egg shells are metal and still carry magical properties long after the dragon hatches. These eggshells, in combination with other metals (Talladium, ect..) are used to create Alloy. [9]

Gryphons' Magic and Gifts[]

Gryphons channel magic through their bonded fliers. A flier does not get a signet, but they are adept at lesser-magic and their gryphons gift them abilities, which often involve mindwork (the ability to manipulate another's mind).

Gryphon abilities include the ability to telepathically communicate with their flier, other gryphons, and dragons.

The Source and Veninism[]

Humans can alternatively draw power from "the source" (a.k.a. the ground) without needing to bond a magical creature. Performing this turns the human into a Venin. The price for taking power from the source is part of their soul. The more power someone draws from the source, the more of their soul they lose and the more their eyes turn red. The limitations to the magic a Venin can access is not defined, but it is known that Venin have the unique ability to create Wyvern using runes, and control dragons they're bonded to.

Lesser Magic[]

Every rider or flier is capable of using lesser magic once their dragon or gryphon begins channeling through them.

Skills[]

  • Unlock doors without touching them
  • Preternatural speed
  • Manipulating mage lights- making a fist with both hands and pulling your hands apart expands the distance of the light. [10]
  • Start mechanical objects[11]
  • Powering ink pens[2]
  • Place runes
  • Sound Shield, tricky ability to block all surrounding sound out as well as all sound within the shield inside. [12] Can be either Colored (blue) or Colorless. [13]
  • Moving Objects[13]

Imbuing and Alloy[]

**To see more about alloy creation, types of ore, and other general information on alloy, please see the associated page linked above.

Imbuing is the process of leaving power in stasis in an object[14], typically alloy. It's a skill that only comes naturally to a handful of signets, and only automatically to one; siphons. [3] It's described as "pouring" magic into the object. [14]

Alloy is a metal amalgamation of Talladium, a few other ores, and dragon egg shells[9]. It holds no innate magic[14], but has the ability to house magical power[1] It is the only known thing that can stop (ie: wardstone) or kill (ie: runed alloy daggers) venin.[14] The more material that's used the stronger the magic is that it casts, as is the case with the wardstone and corresponding wards. Navarre uses the armories underneath its strategically placed outposts to boost and extend the natural ward-border to prevent weak points. [14]

Runes[]

**For a list of all confirmed runes, the process of tempering, and more general information on runes, please see the associated page linked above.

Runes tie magic to objects instead of the wielder. Using a process known as "Tempering" strands of wielded magic are woven into geometric patterns and placed into the object, for either immediately, or to use at a later date. Tempering activates the magic of the rune, therefore a rune cannot be used, or serve it's purpose, until it's placed within an object. Without an object the rune will quickly fade. A wielder can temper the rune with as much or little magical power as they choose before placing the rune into the item. The rune will then activate whenever it's triggered and perform whatever action it was tempered for. Unlike Alloy, which "houses" power, runes only house power with specific actions. [1]

Wards and Wardstones[]

Wards[]

An invisible shield powered by magic. One of the main uses of wards is to project, equidistantly, from the Basgiath wardstone to protect Navarre from other magic. [14] Magic wielders can also create their own wards, such as warding a doorway to allow entrance to specific people. Whoever makes a ward will be allowed within the warded area.[15]

Wardstone[]

Wardstones are large pillars with intricate runes carved into them that, in combination with dragonfire from all seven species, project circular protective "wards" equidistant from the pillar. When the wardstone and runes are activated, a black flame burns atop the pillar.

Lost Magics[]

  • Blood magic
  • Raising of new wards (until Iron Flame)

Citations[]

  1. 1.0 1.1 1.2 Iron Flame, Chapter 45
  2. 2.0 2.1 Fourth Wing, Chapter 4
  3. 3.0 3.1 3.2 Iron Flame, Chapter 53
  4. Iron Flame, Chapter 40
  5. Iron Flame, Chapter 63
  6. Iron Flame, Chapter 13
  7. Iron Flame, Chapter 52
  8. Iron Flame, Chapter 43
  9. 9.0 9.1 Iron Flame, Chapter 20
  10. Fourth Wing, Chapter 5
  11. Fourth Wing, Chapter 10
  12. Iron Flame, Chapter 20
  13. 13.0 13.1 Fourth Wing, Chapter 27, Xaden's POV
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Iron Flame, Chapter 12
  15. Fourth Wing, Chapter 21
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