Spell Descriptions ⟮Fresh WorldEmber Content⟯
Basic Ramble
Magic is split into three categories. The first, anima, which is what was used to create all magic as it is known in this universe, as well as souls. Souls are made from anima in a way similar to how a raw food changes when cooked. The second, higher magic, which itself is an extension of the abilities of the third category, standard magic. A being requires a soul to be able to manipulate and perform magic. Standard magic and higher magic are split into three styles. Standard magic is comprised of blue magic, green magic, and red magic. Typically, a caster will commit to only one of these styles, then being unable to learn or cast from the other two. Extremely skilled caster of blue magic may potentially unlock its higher magic counterpart, white magic. Likewise, masters of the red style may gain access to its higher magic counterpart, orange magic. While universal magic is a higher magic style, it is not necessarily a counterpart to green magic, and instead, accessible to the most skilled casters of any of the three standard magic styles. Each style of magic consists of three branches. As a caster learns and hones their skills in their chosen magic style, they must increase their capacity to cast from one specific branch at a time. The energy they gain can be used to cast any magic from the same style, however, it is tied specifically to one branch, and that level of magic capacity determines what can be cast. Eeach branch of magic has three abilities, which have three tiers. Increasing capacity within one branch will allow a caster to learn a new ability, or tier of that ability, as they reach a specific threshold. As a caster reaches a threshold which allows them to access to new ability or ability tier, it does not necessarily mean they will be able to cast it. The caster must first learn how to harness the new ability to be able to cast it. Doing so will normally earn the caster two elemental affinity points. Each standard magic branch has a primary element associated with it, and most abilities have a secondary element associated with them, with the exception of Temporary Effects, Elemental Conjuring ⟮Blue Ability⟯, Elemental Control ⟮Green Ability⟯, and Elemental Manipulation ⟮Red Ability⟯. Gaining elemental affinity points allows a caster to reduce the cost of energy that their spells require to be cast. There are five elements in total, and the majority of ability tiers will grant the caster one point for two different elements. Every spell is associated with two elements, and its base cost is the threshold at which it is possible to learn, and is discounted by the total amount of affinity points in its two respective elements. While standard magic involves the movement of the smaller of the two magical particles, the phrenion, higher magic involves the movement of the larger particle, the hemitron. Hemitrons are stored in reserves on a caster's soul, and allows them to build a reserve of phrenions, which determine their maximum magical energy capacity. As one practices magic, their soul increases the number of hemitrons it contains, and no amount of casting of higher magic can change this. Higher magic, however, is an extension of standard magic in the way that white and orange branches require skill in their associated blue and red branches, and their capacities are linked. Universal magic, on the other hand, has a capacity determined by the sum of all standard magic branch capacities the caster has reached. Higher magic also has elemental associations, however, each ability and ability tier learned grants the caster one point in each element. Similarly, the costs for all higher magic spells are discounted by the sum of all elemental affinity points the caster has earned.Conjuring
Elemental Conjuring
Tier 1: Low, Air
Tier 2: Mid, Speed, L+F
Tier 3: High, Low Perm, W+E
Familiar Conjuring
Tier 1: Small
Tier 2: Medium
Tier 3: Large, Intelligent
Plane Shifting
Tier 1: Self
Tier 2: Other
Tier 3: Group
Imbuing
Modifications
Tier 1: Self Effect (+)
Tier 2: Distant Effect (+)
Tier 3: Unimbue
Transfer Energy (Changed)
Tier 1: Energy Link
Tier 2: Energy Transfer
Tier 3: Energy Stealing
Preservation
Sustain State
This ability is one of the few which interact with time. Though it is impossible to manipulate the flow of time, one who utilizes this ability may stretch a target’s relative time within the timeline. Many people have a hard time grasping the concept of this agility, as they are accustomed to magic causing change, rather than preventing it. Instead of taking the present and molding the future with magic, this ability is often thought of as dragging the past along the present.Tier 1: Prevent Decay
Basic use of this ability allows the caster to prevent an object from decaying in a process that makes the object act as though time is moving more slowly for it than outside of the effect of the spell. This spell will keep a fire burning for longer by reducing its rate of energy transfer. It may prevent something from drying out or rotting, stop a wound from losing blood, or help a temporary magical effect from losing potency.Tier 2: Sustain Position
Intermediate use of this ability allows the caster to reduce the kinetic energy of the spell’s target. Doing so may keep an object from falling, collapsing, or being moved by external forces. It can slow the collapse of a building, the fall of a creature, or entirely negate the effects of many displacement abilities.Tier 3: Invulnerability
Advanced use of this ability can allow a caster to be entirely unaffected by external forces. Their body slows to the point that it barely moves through time. As a result, the target often becomes obscured in shadows, and experiences the world around them move at blinding speeds, where *blinding* is more literal than metaphorical. This ability anchors a person to a specific point, often locking themself to a physical object in a state similar to quantum entanglement. Without this, a person may lock themself to a point in space. A person using this ability within The Void, locking themself to a point in space while standing on a planet at noon, would find themself hurling across its surface as the planet continues to move, likely smashing into mountains, or entirely losing themself to the endless expanse of space. Because of this entanglement process, and green magic’s ability to interact with more than three spatial dimensions, it is unable to be locked to conjured matter. A caster may also find it difficult to sustain the state of imbued magic.Force Fields
Force fields tangible barriers of magic. They can take the shape of a flat plane, a sphere, dome, or any other shape the caster desires, though more complex shapes require more concentration and precision. The colour, intensity, and exact mechanics depend on many factors, though colour and intensity generally corelate to magic style and tier level, respectively.Tier 1: Physical Barrier
Basic use of this ability allows a user to create a nearly invisible physical barrier which can stop physical objects as effectively as a shield. If enough force is applied to the barrier, it will shatter like glass, and the spell will end. To access this tier, one must first understand the Pauli Exclusion Principle in order to understand how magic can be used to stop physical matter.Tier 2: Magical Barrier
Intermediate use of this ability allows the caster to create a dull green magic barrier that prevents specific magic from entering and affecting those within or on the other side of the barrier. This type of force field is not as effective against physical objects, however, it may stop some minor projectiles. The force field will shatter if enough magic has attempted to pass through or interact with it the barrier. To access this tier, one must first understand the concept of tesseractic barriers. This tier is an exception to the standard model of green magic due to its ability to extend slightly into the fourth dimension. To understand this necessity, one may imagine a cube with an open top. Across the horizontal dimensions, an object within the box is protected, but fails to protect from above. Putting a lid on this cube would allow it to be fully protected. In this example, the object is protected in three dimensions, however, the cube extends far into the third dimension. To visualize this tier’s limitations, one can instead imagine an object drawn on a piece of paper with as square around it. In a similar way, this object is protected from two dimensions, however, one can see it from straight above. If one were to draw over the object to obscure it within its original dimensions, the object would cease to exist. Instead, the solution is to use a second piece of paper which is the same size as the square to cover the square. This way, the original two dimensions are unchanged, yet one additional layer into the third dimension is enough to protect the object. Because this barrier is along four dimensions, conjuring magic can easily bypass this type of force field, since its magic generally comes from along the fifth axis.Tier 3: Special Barrier
Advanced use of this ability will create a green special barrier which will prevent specified types of matter, entities, or magic from entering or effecting anything that is within or on the other side of the barrier. As long as this spell is being focused on, it may remain indefinitely. To access this tier, a caster must understand the unique compositional differences between what is being allowed and disallowed by the barrier. As a result, this ability has a very low entry requirement, but an incredibly high skill ceiling. Limitations are not always predictable, but are generally proportionate to the overall abilities of the caster, and how much energy is used when casting the spell. A barrier may be as brittle as tree bark, or as strong as steel. Special barriers may be able to prevent arrows from entering, but may be so complicated and include so many things that only a specific few things are allowed entry.Mental Stability
Tier 1: Calm
Basic use of this ability allows a caster to calm the target of the spell. By controlling specific receptors, they are able to reduce pain and adrenaline, and control serotonin levels.Tier 2: Prevent Charm
Intermediate use of this ability allows a caster to prevent mental influences from branches of magic such as bewitchment.Tier 3: Prevent Possession
Advanced use of this ability allows a caster to prevent possession from abilities such as bewitchment's bodily control, as well as beings such as shadow creepers.Transformation
Transmutation
Tier 1: Modulation
Tier 2: Polymorphism
Tier 3: Alchemy
Elemental Control
Tier 1: Low, Earth
Tier 2: Mid, Water and Air
Tier 3: High, Speed, Lightning and Fire
Teleportation
Tier 1: Short Ranged
Tier 2: Long Ranged
Tier 3: Group
Communication
Physical Connection
Tier 1: Marking
Tier 2: Scrying
Tier 3: Voodoo
Mental Connection
Tier 1: Telepathy
Tier 2: Share Thoughts
Tier 3: Speak with Sentient
Learning
Tier 1: Clairvoyance
Access to the lowest tier of this ability allows a caster to use clairvoyance. A caster may view their surrounding area more completely by lifting their perspective into the fourth dimension. To illustrate how this may work, one may imagine a two-dimensional being on a piece of paper. If a square were drawn with a circle inside, this two-dimensional being would never be able to see inside of the square unless it were opened, or they were inside it. The two-dimensional being sees the world in one dimension, but understands two dimensions. In the same way, a three-dimensional being may see directly in front of them, but their vision is blocked by all opaque three-dimensional objects in front of them. The three dimensional being views their world in two dimensions, but understands that they see to be interpreted in three dimensions. By lifting the two dimensional being off of the theoretical piece of paper, displacing them in the third dimension, they may be able to view the entire paper, seeing the true two-dimensional world, including the circle insided of the square, as well as their own body outside of the square. Similarly, by lifting a third dimensional being into the fourth dimension, they are able to see all around them, and on all other sides of physical barriers in the third dimension. It is important to note that, in a similar way they a two dimensional being would not be able to see inside of a shape they identify as a square, if, when lifted into the third dimension, the square was truly a cube, which has a barrier in the third dimension, clairvoyance will not work if an object or barrier in the third dimension also has a barrier in the fourth dimension. Another application of lifting one's perspective allows them to vaguely experience a point in time which is significant to the target of their spell. This effectly only moderately raises one's perspective of time, allowing them to gain approximate knowledge of an event or concept related to the target of this spell. To access this ability tier, a caster must study the field of perspective extrusion.Tier 2: Divination
Intermediate use of this ability allows a caster to use divination to view or learn something about an event which is separated from the caster by space or time. A caster may essencially read the memories of an object and fold the threads of time to view a moment in the past which was significant to the object. Similarly, a caster may metaphorically fold space to view a distant event which is happening in the present moment. This differs from scying in that the field of view is not necessarily tied to any specific place, but rather, an event, person, or object. This ability allows the caster to lift their perspective into the second temporal dimension in order to understand a specific event as a whole, rather than slices in time. To access this ability tier, a caster must understand the concept of dimensional perspective bridging.Tier 3: Foresight
Also see: Augury ⟮Yellow Ability⟯, Extra Dimensions, and Temporal Orb Fractal of Universalization ⟮TOFU⟯
Advanced use of this ability allows a caster to use foresight. Foresight allows a caster to see a glimpse into the future. The visions may seldom by involuntary, and are often difficult to interpret and direct. Many casters who master this ability may still never be able to direct their visions and foresight to learn something specific. Futher understanding of temporal dimensions and access to the higher magic branch of time may allow the user to process further in this ability by accessing the augury ability.
To utilize this ability tier, a caster must understand the concept of temporal fractal expansion.
Comments