Red Magic

Red magic is one of the three styles of standard magic created by The Three Creators. Red magic's creation is attributed to The Lower Creator, alongside its higher magic counterpart, orange/teal magic. Many refer to red magic as "negative magic", due to its tendancy to leave targets of its casting with a negative magical charge. Casters of red magic store a specific configuration of hemitrons in their body, which give the caster more magical potential when they have more phrenions in their orbits. This means that a caster of red magic interacts with targets of their spells by expelling the phrenions (or magical energy) until the reserves in their body are empty. Over time, assuming there is a typical magical charge present in the air, a caster of red magic will slowly regain their ability to cast by absorbing phrenions.   The colours associated with this branch represent the colour that more powerful red magic produces when being cast. The colours are similar to #ba0a0a. A caster of red magic may be called a phoriplast or warlock. The themes of red magic are generally permanence, thoughts, and movement. Its notable downfalls are the lack of potency in some areas that overlap with other styles, such as telepathy, teleportation, and healing.   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

RedMagicChart.png

Bewitchment

Main article: Bewitchment
Bewitchment magic is best known for its mental manipulation abilities which give it its name, in addition to its connection abilities which allow for detection, telepathy, and reading thoughts. The most powerful effects of this branch, however, involve bodily manipulation, allowing for minor healing, and animation, bending a thing to your will, whether or not it is alive.  

Disfigurement

Main article: Disfigurement
For other methods of using elemental magic, see Elemental Magic ⟮General⟯
This branch does nothing but change things around it. Its elemental manipulation is the fastest and most potent of any elemental style, permanently bringing matter from other planes. It also allows for mutation to change the things around the caster, and illusion to change how others percieve a targetted area.  

Displacement

Main article: Displacement
For other methods of magical transportation, see Teleportation ⟮General⟯
As one might expect, this branch deals entirely with movement. Telekinesis is the most basic form of magical movement, but as one becomes more skilled with the branch, they can learn to teleport, though not as efficiently as the transformation branch. This branch, however, is the most capable when it comes to plane shifting, allowing for permanent planar travel, unlike the conjuring branch.

Magic Classification

Fundamental Force:
Group:
Style:
Red Magic
Branches:
  1. Bewitchment
  2. Disfigurement
  3. Displacement

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