Blue Magic
Blue magic is one of the three styles of standard magic created by The Three Creators. Blue magic's creation is attributed to The Upper Creator, alongside its higher magic counterpart, white magic. Many refer to blue magic as "positive magic", due to its tendancy to leave targets of its casting with a positive magical charge. Casters of blue magic store a specific configuration of hemitrons in their body, which give the caster more magical potential when they have fewer phrenions in their orbits. This means that a caster of blue magic interacts with targets of their spells by aborbing the phrenions (or magical energy) until they can't store anymore in their body. Over time, assuming there is a typical magical charge present in the air, a caster of blue magic will slowly regain their ability to cast by expelling phrenions from their body.
The colours associated with this branch represent the colour that more powerful blue magic produces when being cast. The colours are similar to #0080ee. A caster of blue magic may be called a kleptoplast or wizard. The themes of blue magic are generally impermanence and reversal. Its notable downfalls are the lack of movement abilities or permanence.
Like all standard magic styles, most casters who choose to wield this style are unable to cast from the other two standard styles. To improve their abilities in other styles, a caster must first unlearn their practiced style and then learn the new style.
When practicing the abilities of this style, casters may improve their skills in each branch independantly. Improving their skill with a particular branch will allow them to unlock new abilities and tiers of those abilities by increasing their maximum energy capacity within that branch, represented in the chart below. Each style consists of three branches. Each branch consists of three abilities. To utilize an ability, one must reach increase their energy capacity within that branch. Each ability has three tiers, which unlock new abilities, or improve upon previous abilities once a milestone is reached.
Energy capacity within a specific branch will not contribute to accessing new abilities from a different branch, however, once unlocked, all magical energy can be used to fuel casting within that specific style, meaning that if a caster is capable of casting from two branches of the same style, their magical capacity from both can be used to cast any ability from those two branches.
A caster's magic potential is generally measured from 0 to their maximum capacity, however, they may take the risk to boost their capacity above its natural maximum, or continue to cast after reaching 0, albeit with major risks. For information on magical energy, overcharging, pushing past limits, and unlearning magic, refer to Magical Charge.
Blue Magic Branches
Healing
Main article: Healing
Healing allows a caster to repair inanimate and organic damage by returning the targetted area to its previous state. Revival allows an experienced caster to call back a soul to either speak with it, or return it to its own body, if their soul is available and willing. While this branch's primary function is to heal, it will not restore something that never was, and it is incapable by itself to cure any affliction. Afflictions are very different from one another, and often require different types of magic to cure.
Conjuring
Main article: Conjuring
For other methods of magical transportation, see Teleportation ⟮General⟯
For other methods of using elemental magic, see Elemental Magic ⟮General⟯
Conjuring deals with borrowing something from another plane. To conjure something is to bring it to your own plane temporarily. Once damaged, or after some time has passed, the target of the spell will return to its original plane in the state that it had appeared in. Because conjuring will always take something from another plane, the target must pass through The Blue Shroud, and therefore will be subject to the effects of such travel. Unwilling, living targets, such as familiars, will always have their memories of their previous plane lost until they return to the plane where they last had them, and their memories will expire after six months if not regained. It is possible to retain these memories if the target is willingly subjected to temporary plane shifting, a form of conjuration which deals with pulling and pushing things through The Blue Shroud. As with most teleportation methods, targets may be subject to the Effects of The Blue Shroud. Conjuration allows its casters to conjure elemental material.
Imbuing
Main article: Imbuing
Imbuing is one of the most versatile branches of magic, capable of bestowing specific, temporary magical properties to the subject of its casting. In addition to simply giving energy to objects, it may also be used to take energy, and transfer magical energy to casters of different styles, which are are then able to use for their own casting. As one becomes more skilled with Imbuing, they become much more efficient with what they can do.
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