Magical anti-themes

Necromancy / Dark vs Holy / Radiant

There are very few, if any, real themes of necromancy in Deystrum. While poisons, death and decay, and illness all exist, there are not any magical abilities that cause what one might consider "necrotic" damage. There are a few "nearby" honorable mentions that could perhaps be considered minor exceptions, which are listed below. The primary reason for this is that the goal, as with most abilities, is for them to be neutral in spirit, and it is the wielders morality that determines the outcome. Necrotic abilities are typically inheritly immoral, which betrays this principle. Likewise, there are very few if any "holy" or "radiant" abilities like a paladin might wield for the same reason.  

Demonic magic / Zombies

Demonic magic as it has been imagined in other narratives simply doesn't work or apply here. Demons are creatures typically from another plane or reality that have somehow managed to enter into the natural/normal realm - usually a summon or similar portal event. Because Deystrum's magical properties are being actively balanced & gated by something (most residents refer to the planet itself being the balancer), there just aren't other realms and realities that are connected to Deystrum. Or if they are, the powers-that-be don't allow for the connection anyway. Because of the automatic balance of magical power, there are also no abilities that can raise the dead (zombies or fully ressurected otherwise), as this would muck with the balance magical entities.  

Honorable mentions / minor exceptions

  • Healing - This ability might be considered by some as "Holy" or "Good," however it's been decided that this isn't inheritly good and isn't powered by some "holy magic," it's simply the speeding-up of the body's already existing healing mechanisms.
  • Life-leech - This ability might be considered by some as "Necrotic" or "Evil", however there are plenty of tame ways to utilize this spell such as growing a garden for the express purpose of prolonging your life. This also does not cause disease in the target, simply acelerates their life. The source of this spell can also be swapped - the life can be drained from a willing creature (like the caster themselves) into someone who's dying.
  • Enchanting blood - One of the mastery paths of this ability is to attune weapons such that the wrong wielder of the weapon will be discouraged from wielding it specifically by causing the wielder to feel sleepy or weak. This is borderline poisoning, but not necrotic/dark/evil.
Type
Natural