Green Magic
Green magic is one of the three styles of standard magic created by The Three Creators. Green magic's creation is attributed to The Middle Creator, alongside its higher magic counterpart, universal magic. Many refer to green magic as "neutral magic", due to its tendancy to leave targets of its casting with a neither a positive nor negative magical charge. Casters of green magic store a specific configuration of hemitrons in their body, which give the caster more magical potential when the phrenions in their orbits are in a specific pattern or configuration. This means that a caster of green magic interacts with targets of their spells by rearranging the phrenions (or magical energy) in both themselves and their target, until the target's or their own configurations are all misshapen. Over time, a caster of green magic will have their magical energy rearranged to their default positions, allowing them to cast once again.
The colours associated with this branch represent the colour that more powerful green magic produces when being cast. The colours are similar to #308030. A caster of blue magic may be called a nomiplast or sorcerer. The themes of green magic are generally consistency, shaping, and connection. Its notable downfall is the inability to interact with other planes.
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.
Green Magic Branches
Preservation
Main article: Preservation
Unsurprisingly, this branch deals heavily with sustaining a particular state. From preventing basic decay to total invulnerability, this branch is the pinnacle of consistency. A caster of this branch may also protect from external threats using force fields, and from mental attacks by increasing mental stability.
Transformation
Main article: Transformation
For other methods of magical transportation, see Teleportation ⟮General⟯
For other methods of using elemental magic, see Elemental Magic ⟮General⟯
This branch deals with shaping what is already around you. As green magic can not interact with other planes, casters of green magic must use their surroundings to their advantage. It does, however, do what it does better than most other styles that produce similar effects. Transmutation deals with manipulating matter, allowing the caster to change parts of their body into various shapes or shift into an animal form entirely. It also allow the use of alchemy to modify an element and amplify its effects. A different ability, however, is responsible for the manipulation of elements. This branch allows a caster to teleport, but limits all movement to the plane it is cast on.
Communication
Main article: Communication
This branch deals with connection and knowledge. One may form a mental connection with another being to use telepathy and share concepts without a mutual language. A caster may also gain information about an object, or, using more powerful magic, about an event, past, present, or future. One may also make a physical connection to something, allowing them to mark it visually, scry upon a location, or affect something with a spell from a distance.
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