Not every world's magic is the same. While yes, many roleplays allow for a thousand and one types of magic, hundreds of which are made up on the spot by the people joining because they think it sounds cool. That's all well and good, but in this setting that sort of system simply wouldn't work.
Consider many fantasy novels and consider the magic systems in those. Sure in some they have all the elements, necromancy, time magic and crazy space warping stuff. Others have spells that do specific things (Harry Potter) but range in such a wide way they might as well be able to do anything and everything.
For this roleplay, magic is deeply tied to the four Gods that have been introduced. Before the Brightlord came humanity had no knowledge or ability to gain or use magic. As time went on the gods created the means for mankind to gain magic, even if two of the gods did so spitefully and with the intent to corrupt and taint humanity. While I could technically add other gods they would just be thrown in for the sake of "alright, so now you can use all these other magics because these gods popped up during the war and said so". I didn't limit magic options to stifle creation, I did it because each god has unveiled a specific kind, and these are the only gods known to exist - therefore the only magic types known to exist.
I limited which ones are available because the point isn't for the characters to harness five kinds of magic and have a merry time. If you want magic, you have to sacrifice something. Whether it be someone who loves you, time and effort, the risk of isolation or even everything.
You're right that I could throw in more magic types due to the Storm Warden, but I chose not to. Hydromancy simply would not have fit closely enough with the Storm Warden, nor would some kind of buffing magic. Technically air magic could work, but after considering it I determined lightning would be enough. Being fair, the Storm Warden already has two magic types connected to it.
I am Inferi.
09-Nov-2019 02:21:03