[center][h1]Advanced Lore: The Gift[/h1][/center]Here, you will find basically everything that you need to know about magic in the world of Sipenta, down to some of the itty-bitty details and idiosyncrasies of how it works. Warning: there's a lot (about 15 pages), but there's also plenty that hasn't been written down or isn't covered here, and there's plenty more that just hasn't been thought of yet. If you have any ideas, I'd love to co-construct some more of this lore with your input! [hider=The Rahman-Albanda Scale (RAS) of Magical Capacity][center][h2]A Necessary but Not Absolute Measure[/h2][/center]Developed nearly three hundred years ago by the Arch-Zeno Theofar Rahman and his understudy, Cerise Albanda, the RAS provides a reliable, repeatable, scientific measurement of a person's capacity for The Gift. A massive weight is set spinning and maintained at a set speed by a powerful user (or multiple users) of The Gift in order to generate a specific amount of kinetic energy. Upon a signal, the candidate being tested will draw all of the energy that he can from it and the speed that it slows down to when he is finished will provide a measure of that person's capacity for drawing energy. While the RAS can put a number on how much energy a person is able to safely draw from his surroundings, what it cannot do is give him an absolute measurement of something as abstract as 'power'. Other factors such as drawing range and efficiency, conversion efficiency, spell focusing techniques, environmental and multiplicative effects, and a caster's mastery of a spell all have roles to play. Having a high RAS number certainly doesn't hurt, though. While other factors can change, it is the only one that is more or less immutable. Let's take a bit more of a look, shall we? [center][h3]What the Numbers Mean[/h3][/center]The RAS is not a linear scale. It's exponential. That means that each whole number on it represents double the power of the one before. Let's say that a hypothetical person with a score of one has a magic capacity of 1. If he had a score of two, he would be twice as powerful and his capacity would also be 2. However, let's say that he's not totally useless in magic and give him a score of three. We now have to double the number 2. That means his capacity for magic is 4. Doubling that again, for someone with a RAS score of four gives us a capacity of 8. Let's look at how the level diverges from the actual capacity as we move further up the scale. 1=1 (effectively no magic) - 27% of people 2=2 (no useful magic) - 43% of people 3=4 (minimum for visible magic) - 22% of people 4=8 (parlor tricks) - 6% of people 5=16 (minimum to recieve training in magic) - 1.5% of people 6=32 (average mage) - 0.3% of people 7=64 (average mage) - 0.15% of people 8=128 (prodigy) - 0.05% of people 9=256 (once in a generation) - 0.000001% of people 10=512 (unreached) - 0% of people As you can see, a simple whole number score becomes a bit imprecise at higher levels, so we can add decimals to the RAS score, like a 6.5 or a 7.85. Also, while everyone has some degree of ability with The Gift, it isn't noticeable or useful until you score at least a three and you can't be considered for training in The Gift unless you score at least a five. Most actual mages have RAS levels of between six and eight and these comprise only a tiny fraction of the overall population. Anything above an eight is prodigious and exceedingly rare, and anything above a nine would be considered a once-in-a-generation type of talent. No human has ever reached a score of ten. So, as you can see, if you've been accepted to Ersand'Enise, you're in pretty elite company.[/hider] [hider=The Gift Explained][center][h2]Draw > Contain > Convert > Cast[/h2][/center] The power of a mage is based upon a number of factors, but the four steps above are the essentials of any spell, though conversion is optional for some. We've already touched on capacity and schools of magic, so let's take a closer look at exactly how using The Gift works and how one can use it more effectively. [hr][center][h3]Spell Power Determinants[/h3][/center][list][*][b]Capacity [/b]– all magic users have a capacity for energy that their body can process at a given moment. Effectively, the higher the capacity (as measured by the RAS), the more energy that can be drawn in, contained, and expelled. While other skills can be learned, this one is innate. While it increases as you grow, once you're an adult, your capacity is what it is. [*][b]Reading [/b]– Energy exists in a number of forms in nature and artificially: kinetic, arcane (thermal and radiative), chemical, blood (metabolic and matter-based), magnetic, and deep arcane (nuclear). The better that a mage is at reading energy sources, the more ready a supply of energy for spells he will have. [*][b]Drawing [/b]– the energy that a magic user relies upon originates in her surroundings. She must be able to sense it, grasp it, and draw it to herself in order to utilize it for casting spells. Drawing is the first active step in transferring the energy from its origin to its eventual target, using the mage as a conduit and, at times, a temporary accumulator. [*][b]Containment [/b]- For a period either brief or long, the magic user must contain the drawn energy within herself, and containing large amounts for long periods can be dangerous. It often manifests itself as a sort of pressure that one feels inside, and a mounting headache. Energy contatinend for too long also tends to 'leak out' into one's surroundings and gradually dissipate. [*][b]Conversion [/b]– Energy for use in spells can be drawn from a multitude of different types of sources: kinetic (motion, gravity, and sound), arcane (thermal and radiative), chemical, magnetic, blood (potential energy and matter-based), and 'deep arcane' (atomic). Normally, a spell simply intensifies and redirects that energy towards a preferred target. However, with training, a mage can store the drawn energy temporarily and expel it as a different type. [*][b]Efficiency [/b]– energy must be pulled from surroundings, contained, (potentially connverted), and then expelled (cast). Energy is not easy to control, and may escape the grasp of the magic user during any of these stages. Maximizing the amount of energy retained through each results in more powerful spells. Basically, the process is as follows: Draw Efficiency >> Containment Efficiency >> Conversion Efficiency >> Expulsion (Cast) Efficiency. [*][b]Focus Words[/b] - This is the spoken part of any spell. It is not strictly necessary, but many mages like to use this for more complex or energy-intense spells. Basically, having a routine of prescribed words that correspond to what one is doing can help with maintaining focus and ensuring efficiency. [*][b]Preservation [/b]– Drawing, containing, and casting large amounts of energy is often dangerous to the human body, so a mage must spend a certain amount of focus and energy on protecting himself. This is usually accomplished through projection of spells away from the body, or the casting of small counterspells. [*][b]Freecasting [/b]– Preservation when casting is often achieved through use of a wand or staff that acts as a focus point for the spell away from the body. In fact, many magic users do not know how to cast any other way. However, with the right protection in place, it is possible to cast without the use of an instrument or focus point, giving the magic user far greater flexibility. [*][b]Multiplying [/b]– The energy released by a spell can cause secondary and tertiary effects in the environment, which skilled mages should learn to anticipate and benefit from. Possessing a keen awareness of the potential for these effects and tailoring one’s spells to take advantage of them can multiply the energy output of a cast exponentially. [*][b]Spatial Intensifying (Impact Focusing)[/b] – When bursts of energy are diffused over too large of an area, their impact is diluted. A skilled mage can increase their intensity by forcing all of the energy into a small focus point and maintaining that focus all of the way through spell completion. [*][b]Temporal Intensifying (Impact Bursting)[/b] – Drawing energy can take a considerable amount of time. While expelling energy is a faster, simpler process, there still tends to be a power curve. This effectively weakens the spell, as the total amount of energy is not used all at once. A disciplined and well-trained mage can release all of her energy in a very short burst to ensure that it reaches its objective with maximum impact.[/list][/hider] [hider=Magic Blood Types][center][h3]Primary Mana Types[/h3][/center]The factors that cause The Gift to manifest within individuals were, until recently, completely unknown. Thanks to the emergence of the New Sciences and the invention of the microscope, we now know that magical ability is a result of a symbiotic relationship between a human or yasoi and microscopic creatures known as Manas that inhabit his bloodstream. The exact mechanisms by which they come to be there and by which they manipulate energy remain mysterious for the time being. However, scientists have also discovered that there are fundamentally three different types of Manas and that every person alive has one of the three: [list][*][b][u]Blueblood[/u][/b]: 9%, often found in high noble lineages, 1/11 people – Bluebloods simply tend to be more powerful than other types of mages, with RAS capacities rarely below 7.5. They can draw and expel (cast) prodigious volumes of energy. However, they often struggle somewhat with containment and efficiency, though these obstacles are not insurmountable with the right training and dedication. [*][b][u]Blackblood[/u][/b]: 33%, mainly found in noble lineages, 1/3 people – This is most mages. There are no particular benefits or drawbacks associated with being a blackblood. [*][b][u]Redblood (Baseborn)[/u][/b]: 58%, mainly found in non-noble lineages, ~1/2 people – these are people from non-magical lineages who manifest magical power. This is often (but not always) of negligible capacity, but they have a higher chance of manifesting a second, rare Mana type.[/list][center][h3]Secondary Mana Types[/h3][/center]In addition to one's Primary Manas, some individuals also possess a secondary Mana type. These often come with very specific benefits and drawbacks and are usually quite rare. Below are all of the types so far definitively identified by science and the names ascribed to those people who manifest them. [list][*][u][b]Mooncaster[/b][/u]: in select lineages from Eskand, 1/5000 magic users – Mooncasters are extremely rare, and often possess heightened senses and reflexes. Their base power levels are often quite low, rarely exceeding 6.25. However, they grow exponentially more powerful depending on the position and brightness of the five moons. Given the right position, a mediocre 6.00 on the RAS with a capacity of 32 can become a monstrous 9.25 with a capacity of 320. [*][u][b]Fireblood[/b][/u]: mainly in lineages from West Severa, 1/250 magic users – Firebloods are masters of offensive magic, particularly from the arcane, chemical, and blood schools. Their resistance to magnetic spells covers Chemical’s traditional weakness. They are resistant to hot temperatures and being burned, not having to worry about wasting energy on preservation, but their power levels are often modest, rarely exceeding 7.25. [*][u][b]Icevein[/b][/u]: often in families from Rettand, 1/500 magic users – Iceveins are masters of defensive magic, particularly against arcane, kinetic, and chemical draws. They can draw heat out of targets and slow movement with exceptional ease. They are resistant to cold temperatures and to being frozen, however, their base power levels are often modest, rarely exceeding 7.25. [*][u][b]Bloodchild[/b][/u]: appears universal, but often in children revived using blood magic, 1/200 magic users – Bloodchildren are almost always albino, and are excellent at drawing from matter and at matter reconstitution. They possess a natural proclivity for Binding Magic, but some secretly dabble in Blood Magic. They have an alarming tendency to self-damage and to damage allies when not careful with their drawing. [*][u][b]Skyborn:[/b][/u] often in lineages from East Constantia, 1/150 magic users – Skyborn are generally light on their feet, can self-levitate easily, take a long time to physically tire, and are excellent at evasion. However, they struggle greatly with spells tha involve weight and recoil. [*][u][b]Truecaster[/b][/u]: often in lineages from Torragon, Joru, and Firraz, 1/200 magic users – Truecasters are hobbled by their inability to convert. They can only cast from the same school that they draw from, rendering them inflexible and predictable. However, they compensate by way of prodigious raw power, with capacities almost always over 8.00. [*][u][b]Thunderchild[/b][/u]: often in families from South Constantia, 1/100 magic users – Thunderchildren are highly susceptible to magnetic charges and pick them up easily. This makes them extremely powerful with Magnetic Magic. However, they must always be careful to maintain a balanced charge for fear of significant self-injury. [*][u][b]Leadvein[/b][/u]: mainly in lineages from Belzagg and East Severa, 1/150 – Leadveins are generally solid and balanced. They can safely draw and contain half again the amount of kinetic energy that their capacity would usually allow. They can impart this into physical blows and tend to be highly self-damage resistant. However, they tend to tire easily and can struggle to control their own kinetic force.[/list][/hider] [hider=Manipulable Mediums][center][h3]Solids[/h3][/center] Often very heavy due to their high density, but capable of maintaining a fully cohesive shape, solids usually require a very large amount of built up energy to be expended to move. However, since they maintain their own shape, they require no extra concentration or energy in order to hold them together. - E.g. rocks, trees, clothes, living things - Sometimes, an unchanging shape can be a problem, as solids cannot be manipulated as finely. [center][h3]Liquids[/h3][/center] Often somewhat heavy due to their density, but capable of maintaining only a partially cohesive shape, liquids usually require a fairly large amount of built up energy to move. Since they cannot maintain a fully cohesive shape, they also require some concentration and a lesser amount of energy in order to hold them together. - E.g. water, blood, chemicals, drinks - Sometimes, it is easy for a mage to lose control of a large volume of liquid [center][h3]Gases[/h3][/center] Often quite light due to their low density, but incapable of maintaining any sort of cohesive shape, gases usually require a fairly small amount of built up energy to move. However, since they cannot maintain any kind of cohesive shape, they also require considerable concentration and energy in order to hold them together. - E.g. air, smoke, water vapour, helium - While easy to manipulate, it is hard to do much by manipulating air alone and directly. [center][h3]Plasmas[/h3][/center] Often virtually weightless due to their extremely low density, but actively resisting any sort of cohesive shape, plasmas usually require virtually no built up energy to move. However, since they are charged and resist a cohesive shape, they also require exceptional concentration and energy in order to hold them together. - E.g. fire, lightning, electric sparks, stars - Impossible to control completely, and requires constant sources of energy to maintain it.[/hider] [hider=Magnetic Magic][center][h3]Drawing[/h3][/center]Magnetic magic draws its power from the polarity of atoms and molecules, using their tendencies to attract and repel each other to build powerful charges. [list][*]Magnetic drawing is not directly offensive. However, drawing too much of one type of charge (positive or negative) from a polarized source can leave it imbalanced, which has powerful consequences. [*]Given that all atoms contain charges, magnetism is all around us. However, given that it exists only in a latent, dormant form, converting it into charges that one can draw from is not easy. However, once this is done, Magnetic drawing becomes elementary and a rather powerful source as well that magic users should be careful to exercise control over.[/list][center][h3]Offense[/h3][/center]While magnetic mages have a reputation for being defensive counterpunchers, they are more than capable of mounting independent (and often terrifying) offense of their own. [list][*]Negative charge – a foundational skill that causes a target to become negatively charged, making it highly susceptible to magnetic and electrical attacks as well as magnetism and self-damage. (tiered: 1-2) [*]Positive charge – a foundational skill that causes a target to become positively charged, making it highly susceptible to magnetic and electrical attacks as well as magnetism and self-damage. (tiered: 1-2) [*]Grounding – a foundational skill that causes the magic user or a target to become grounded, allowing charges to flow through him without suffering self-damage. (tier 1) [*]Displaced shock – the caster delivers an electrical shock to an already charged target a distance away through use of a metal conductor, like a wand. (tier 2) [*]Impact shock – the caster delivers a powerful electrical shock to any target by making physical contact with them. (tiered: 1-3) [*]Arc Lightning – a powerful offensive skill that focuses a massive charge and then unleashes it upon a target. If the target is conductive, Arc Lightning can jump to nearby targets, gaining strength if they’re charged. This spell can easily kill humans and can be incredibly dangerous in environments with large amounts of water or metals, potentially decimating small armies. (tiered: 2-4)[/list] [center][h3]Defense[/h3][/center]With Magnetic mages, the line between offense and defense is often blurred, as they tend to be masters of subtle and sneaky techniques that cause their opponents to destroy themselves or set them up to be countered mercilessly (or, you know, just give them a charge and attract/repel them at high speeds into things). [list][*]Repulse (Wreck Chems) – A grounded caster polarizes himself in anticipation of an internal chemical attack, delivering a powerful shock to the chemical caster when she attempts to manipulate liquids within his body. (tier 2) [*]Polarize – the caster polarizes the magnetic charges existing within a target, making it highly vulnerable to self-damage when trying to attack using conductive mediums and even at risk of being torn in half by a strong attract/repel combo. (tiered: 2-3) [*]Anti-polarize – the caster removes naturally existing polarizations from the target, particularly from liquid mediums such as water. This can wreak havoc on a molecular level, resulting in a target potentially destroying itself if it tries to take action or draw energy immediately after being anti-polarized. (tiered: 2-4) [*]Paralyze – The caster blocks the depolarization that cells undergo to activate their resting energy potential and the ability of neurons to send signals, resulting in a living target being temporarily paralyzed. Exceptionally skillful and powerful casts can permanently fry neurons and cells, resulting in serious injury or death. (tiered: 3-4)[/list] [center][h3]Utility[/h3][/center]Magnetic mages tend not to directly favour utility spells, most of their repertoires being multifunctional. However, their ability to set up their environments, manipulate electric currents, and move charged objects using magnetism can be helpful and, in some cases, double as powerful offense. [list][*]Attract – the mage uses an opposing charge to pull a charged target towards her or any appropriate conductors in the area. (tiered: 1-2) [*]Repel – the mage uses an identical charge to push a charged target away from her or any appropriate conductors in the area. (tiered: 1-2) [*]Transmit – a caster with fine control can act as a conduit, drawing and discharging electric current in a smooth, constant flow to power items that use electricity. Unfortunately, there aren’t many in an Early Modern-era world…yet. (tier 3)[/list][/hider] [hider=Arcane Magic][center][h3]Drawing[/h3][/center]Arcane magic uses the radiative energy of heat and light as a power source. As a result, it has a virtually limitless supply of power during the day and in warmer places and considerably less at night and in colder places. [list][*]This also allows the act of drawing heat to be something of an offensive capability in its own right, since doing so to a great enough degree can be fatal to living things. [*]Heat is a powerful and unpredictable source that comes in many forms, from benevolent to destructive, so it is recommended that magic users with an ARS rating below seven exercise extreme caution when drawing from it. While less intense, the sheer abundance of light-based sources can be overwhelming for magic users with a drawing capacity of below seven. Drawing should only be attempted at night or in low temperatures.[/list][center][h3]Offense[/h3][/center]Casts from this school focus on using heat and light in a multitude of different ways. Partially as a result, Arcane is easily the most balanced school in terms of offensive, defensive, and utility spells, boasting impressive flexibility that enables adherents to take either subtle or aggressive approaches. This, combined with the sheer abundance and ready availability of heat and light energy makes Arcane the preferred school for more mages than any other. In terms of offense, arcane magic users can focus the powers of heat and light to burn and blind. Intensely focused beams of light and heat can cut and burn holes in solid objects, while fire can spread rapidly and offensive draws can cause targets to freeze to death. [list][*]Wyvern’s Breath: redirects or channels intense fire at a target. Given the presence of the right materials, this can quickly spread a powerful inferno. (tiered: 1-3) [*]Lich’s Touch: draws the heat from a living thing, either stunning, weakening, or killing it depending on how much is drawn. (tiered 1-3) [*]Light of Ahn-Shune: a blinding flash of light that can stun, disorient, or even permanently blind a target. (tiered: 1-2) [*]Faerie Fire: focuses intense heat and light on a target, causing living targets immense pain and serious burns even to the point of death, and causing combustible targets to burst into flames. (tiered: 2-3) [*]Sword of Eshiran-Zept: a focused beam of pure heat and light that can burn through almost any target with impressive speed and range. (tiered: 3-4)[/list][center][h3]Defense[/h3][/center]Defensively, arcane magic can warp and bend the visible light spectrum to allow a user to disappear from sight and can manipulate temperatures and the surrounding environment to negate incoming attacks. [list][*]Burn Magic: scorches the caster slightly, but banishes all scent effects, tracking, and curses. (tiered: 1-2) [*]Blazing Aura: creates a whirling ring of fire around the caster that can burn incoming enemies, environmental nuisances, and physical projectiles as well as acting as a shield against cold-based spells. (tiered: 1-3) [*]Freezing Aura: draws all ambient heat from a ring around the caster, keeping him warm but causing his immediate surroundings to become intensely cold, freezing liquids and gases almost instantly and halting all but the most powerful chemical reactions. (tiered: 2-3) [*]Veil of Shadows: A simple spell that requires a large amount of energy but allows the user to darken her immediate surroundings and blend in to some extent. (tier 1) [*]Ahn-Shune’s Secret: For a small energy cost, allows the user to become invisible while remaining more or less still. Builds upon Veil of Shadows. (tier 2) [*]Ahn-Shune’s Enigma: For a moderate energy cost, allows the user or a target to become invisible, even while moving. Builds upon Ahn-Shune’s Secret. (tier 3)[/list] [center][h3]Utility[/h3][/center]In terms of utility, arcanists can create powerful illusions, as well as provide light and heat. Especially intense heat can cauterize wounds. [list][*]Ipte-Zept’s Blessing: fills the caster or a target with warmth. Can also have offensive and defensive applications. (tiered: 1-2) [*]Shune-Zept’s Torch: focuses light on an area to help one see. (tier 1) [*]Mercy of Oraff-Zept (Staunch): cauterizes a wound to prevent further bleeding. (tier 2) [*]Shune-Zept’s Trick: allows the caster to bend light and create powerful illusions. (tiered: 3-4) [*]Eshiran-Zept’s Army: By bending light, the caster creates a number of doppelgangers that appear exactly like her and mimic her actions even though they are noncorporeal. (tiered: 3-4)[/list][/hider] [hider=Binding Magic][center][h3]Drawing[/h3][/center]Binding magic is unique in that it is primarily a casting school. Drawing is rarely undertaken as it involves not the repurposing of energy but the repurposing of matter by destroying it and using its potential energy. In some cases, this can be used to remove foreign objects from the body and treat patients or to prevent harm. However, the 'blood price' of turning matter into energy is not a reputable form of magic and is strongly discouraged outside of healing utility. [list][*]The sacred duty of those who use The Gift for Binding is to heal, help, and protect. The offensive uses of drawing for this school of magic are not relevant to its use. [*]A Binding mage must be highly skilled in the art of drawing, so as not to inflict any harm while removing unwanted matter. She also needs to possess a thorough understanding of the human body and be skilled in the art of converting, for when other -less dangerous - sources of energy are required. Due to the abundance of sources and the horrifying destructive potential of Binding magic if misused, it is only taught at the most prestigious of academies and only to students who pass a rigorous set of tests designed to gauge their intellectual and moral fortitude.[/list][center][h3]Offense[/h3][/center][list][*]Binding Magic is not used for offense.[/list][center][h3]Defense[/h3][/center]The ability to covert matter into usable energy, and vise versa, makes Binding a massively powerful school of magic on the defensive side of the ledger. Binding practitioners can destroy enemy projectiles, heal wounds from trivial to fatal, invigorate allies, and materialize physical barriers for protection. [list][*] Gift of Eshiran-Zept: a magic user draws offensively from a projectile or other physical object, destroying the threat that it represents. (tiered 1-2) [*]Gift of Oraff-Zept: a magic user reconstitutes matter, creating a simple object such as a barrier or bandage, for the purpose of healing or protection. (tiered 1-2) [*]Gift of Ahn-Eshiran: harmful foreign substances and damaged flesh are removed from the body of a target and destroyed. (tiered 2-3) [*]Gift of Ahn-Oraff: surrounding energies that could be used by enemies to draw from are instead turned into matter and rendered useless to other schools of magic. (tiered 2-3) [*]Nourishment of Ahn-Oraff: simple food is created to feed and nourish the magic user and allies. (tiered 2-3) [*]Nourishment of Oraff-Zept: wounds are healed through the creation of new flesh. (tiered 3-4) [*]Supreme Mercy of Ahn-Eshiran: a recently deceased ally is restored to life by healing fatal wounds and using advanced chemical and magnetic magic to restart metabolic and nervous processes. (tier 4) [/list] [center][h3]Utility[/h3][/center]There is significant overlap between defense and utility when going the Binding route, but this school of magic remains a powerhouse. The ability to create passages for allies and obstacles for enemies is of considerable use. One may also materialize simple, useful devices. Exceptionally skilled Binders may even 'seal' simple spells by creating items that, when drawn from, release the necessary energy and type of matter for the spell. [list][*]Promise of Ahn-Shune: An object is created which, when drawn from with Binding Magic (no matter how weak) and coupled with the correct focus words, automatically consumes itself and casts a minor spell. (tier 3) [*]Promise of Shune-Zept: An object is created which acts as a trigger for a powerful spell. When the correct focus words are spoken, the item acts as a conduit through which its creator channels energy to the caster or target, allowing for a massively powerful spell. The item itself is then consumed upon use. (tier 4)[/list][/hider] [hider=Chemical Magic][center][h3]Drawing[/h3][/center]Chemical magic uses the power of chemical reactions as a source. It can use smaller reactions to trigger larger reactions, amplifying the power of the initial spell exponentially. [list][*]As such, it is an extremely energy-efficient school of magic, though if a magic user creates a spell that contains more energy than that magic user can safely draw, he loses control of the spell and it becomes a runaway spell that can harm him. [*]Chemical magic is a very accessible school. There are chemical reactions of many different strengths, so almost any magic user can find something that suits her. However, attempting to amplify spells is strongly discouraged without proper training, as these can quickly spiral out of control.[/list][center][h3]Offense[/h3][/center]Chemical mages are known for their terrifying array of offensive skills, and these come in two primary varieties: External and Internal. The former focuses on manipulating and often chemically altering the environment to generate powerful reactions in the form of combustion, explosions, and corrosives, which can be further perpetuated for cataclysmic results. The latter focuses on manipulating the biochemical properties of a living target’s body to injure, incapacitate, dominate, or destroy it. [list][*]Touch of Fire: mixes target substances and adds heat in order to cause combustion and fire. Can amplify, intensify, and spread fire. Given enough energy and the presence of the right fuel, can result in a hellish inferno. (tiered: 1-3) [*]Gaze of Sloth: drains a living target of the metabolic and chemical energy that allows it to move, causing it to collapse and often to go unconscious. (tier 1) [*]Touch of Corruption: turns normally inert substances violently reactive or corrosive by rendering them highly acidic or basic. (tiered: 2-3) [*]Gaze of Terror: Amplifies the production and effect of fear-inducing hormones such as corticotropin releasing hormone (CRH) and cortisol, paralyzing an enemy with extreme fear. Far more effective on static enemies. (tier 2) [*]Touch of Fury (Blockbuster): alters the chemical composition of target substances, or combines them in such a way that an explosion results. This explosion can be amplified, intensified, spread, and perpetuated based on the availability of combustibles and the skill of the mage in improvising them and controlling the results. Under the right conditions, it can level an entire block. (tiered: 2-4) [*]Gaze of Agony: biochemically stimulates pain receptors to cause the target to feel pain, from mild discomfort to crippling agony. Far more effective on static enemies. (tier 2) [*]Touch of Doom: tears the chemical bonds of molecules within a target apart, resulting in disastrous and (in the case of living targets) lethal reactions and often causing it to disintegrate, combust, or implode. (tiered: 3-4)[/list][center][h3]Defense[/h3][/center]While they are offensive powerhouses, Chemical mages are markedly weaker on defense, relying predominantly on their ability to keep opponents on the back foot and, at higher skill levels, to deceive and dominate them mentally. That doesn't mean that they're helpless though. [list][*]Gaze of Confusion: alters chemical signals within a living target at random, often causing seizures, temporary forgetfulness, distraction, and confusion. Results may be unpredictable. (tier 1) [*]Gaze of Deception: alters the chemical properties of the signals sent by the senses to the brain, resulting in low-level illusions and the removal of images from a target’s vision. Far more effective on static enemies. (tiered: 2-3) [*]Gaze of Dominion: alters the chemical signals sent to a target’s muscles telling them to move in a certain way, and redirects the target’s body to do the caster’s bidding. Far more effective on static enemies. (tier 4)[/list][center][h3]Utility[/h3][/center]In terms of utility, Chemical mages possess a plethora of skills beneficial to both themselves and allies, from minor casts augmenting moods and abilities, to transmutation, to powerful healing and even resurrection spells. In fact, many consider healing-focused Chemical mages to be a subset of Binding. [list][*]Blessing of Joy: Floods a living target with and stimulates the production of endorphins, causing happiness. (tier 1) [*]Blessing of Vigor: Floods a living target with and stimulates the production of adrenaline, allowing for quick action and a short-lived boost to strength and toughness. (tier 1) [*]Blessing of Expulsion: neutralizes the chemical properties of poisons, toxins, and corrosives within a chosen target. (tier 2) [*]Blessing of Transformation: Alters the chemical structure of a target, transmuting it into another substance. This spell works best on targets of uniform composition. (tiered: 2-3) [*]Blessing of Flight / Touch of Force: Channels the reaction of combustible materials directionally, resulting in a rocketlike boost. Can also be used as a short-range offensive spell. Extremely energy intensive. (tiered: 3-4) [*]Blessing of Life: Starts or restarts metabolic and neurological processes within a not-yet-alive or recently deceased target, bringing it to life or bringing it back to life. (tier 4)[/list][/hider] [hider=Kinetic Magic][center][h3]Drawing[/h3][/center]Kinetic Magic uses the power of kinetic energy as a source, meaning that the simple act of anything with mass in motion can power it. It also interacts with less obvious forms of motion and energy, such as sound waves and gravity. [list][*]As with Arcane magic, the act of drawing can be offensive magic in its own right, as drawing the kinetic energy from something can cause it to stop moving. [*]While kinetic sources are all around us and accessible to magic users of all ability levels, they must be treated with caution. Draws should be carefully measured so as not to either overwhelm the drawer by tapping into too large and powerful a source or disturb the movement of sources too greatly.[/list][center][h3]Offense[/h3][/center]There are three distinct approaches to kinetic offense. The first seeks to manipulate motion and sound within the environment to use it against the target. The second focuses on offensive drawing and manipulating the target itself. The third approach uses the kinetic energy of the environment to turn the caster’s body into a powerful weapon. [list][*]Siphon momentum: draws momentum from a moving target, slowing it and redirecting that energy into the caster. (tiered: 1-2) [*]Deadstop: stops a target completely, rendering it motionless and filling the caster with energy. (tiered: 2-3) [*]Sonic Blast: intensifies and loudens sound waves as they move through the air, resulting in a powerful, deafening blast that can stun and disorient living targets in its area of effect, often knocking them unconscious. Lethal to smaller targets (tiered 2-3) [*]Heart Killer: stops the motion of a living target’s beating heart, causing it to either be stunned, or if held long enough, to die. (tiered: 3-4) [*]Solid Telekinesis: allows the caster to manipulate solids, moving them where she wishes. (tiered 1-3) [*]Liquid Telekinesis: allows the caster to manipulate liquids, moving them where he wishes. (tiered 2-3) [*]Gaseous Telekinesis: allows the caster to manipulate gases, moving them where she wishes. (tiered 2-3) [*]Plasmatic Telekinesis: allows the caster to manipulate plasmas, moving them where he wishes. (tiered 3-4) [*]Displaced Strike: Instantly displaces the momentum of a moving object to a different place as directed by the caster. (tiered 2-3) [*]Augmented Strike: augments a physical blow to impact its target as if it is carrying significantly more momentum than it actually is. At high levels, you can literally hit like a freight train. (tiered 1-4)[/list][center][h3]Defense[/h3][/center]Defensively, Kinetic magic’s telekinesis can allow its caster to throw objects into the path of attacks to act as shield instead of using them as offense. Additionally, the manipulation of sound is a subtle but powerful tool. [list][*]Impart Momentum: increases the momentum of a moving target, accelerating it using energy drawn from somewhere else. (tiered: 1-3) [*]Sonic Break: redirects sound waves as they move through the air, making them seem to come from a different source. (tier 2) [*]Sonic Bend: alters sound waves as they move through the air, changing what is eventually heard. (tiered: 3-4)[/list][center][h3]Defense[/h3][/center]In terms of utility, the telekinetic abilities of the kinetic school are front and center, though their multifunctional nature makes them potent offensive and defensive tools as well. Kinetic spells can also augment their caster’s movements and help him to levitate, making him a very elusive target. [list][*]Sonic Negation: draws all of the energy out of sound waves, creating a perfect silence. (tier 2) [*]Heroic Leap: imbues a caster’s jump with a great deal of additional momentum, and then draws momentum away from the caster before she lands, pouring it into the next jump or cast. Requires a chain of casts and fast reaction time. (tiered: 1-3) [*]Levitate: raises the caster off of the ground. Can be combined with other spells to simulate flight. (tiered: 3-4)[/list][/hider] [hider=Atomic Magic][center][h3]Drawing[/h3][/center]Atomic (Deep Arcane) magic draws from the immense power created by destroying and fusing atoms. As a result, it can generate massive bursts of energy and power monstrous spells. [list][*]However, nuclear reactions simply don’t exist in nature aside from the insides of stars. These must first be created by powerful casts from other schools. Only then may they become self-sustaining. [*]Drawing from Atomic sources requires a considerable initial power investment as well as a good deal of precision. It also generates a sudden burst of great power that can be difficult to contain when drawing. Therefore, only the very strongest of magic users, with RAS ratings above 8.25, are advised to attempt it.[/list][center][h3]Offense[/h3][/center]Atomic Magic is not a standalone school, being dependent upon energy generated through other draws to kickstart its extremely powerful atomic fusion and fission processes, hence its more common title: "Deep Arcane". However, its offensive skills, though limited in terms of options, are virtually unparalleled for their sheer power and destructive capability. [list][*]Embrace of Ahn-Eshiran (Reaper’s Aura): The caster leaks deadly radiation into the area around himself, making attempts to approach him painful, weakening, and potentially deadly. (tiered: 2-3) [*]Wrath of Eshiran-Zept (Heaven’s Lance): The caster channels a sustained nuclear reaction in a specific direction, attacking targets with what appears to be an extremely long-range and very potent lance of pure energy. Requires considerable plasma manipulation skill. (tiered: 3-4) [*]Curse of the Wretched: mutates a target beyond recognition, depriving it of its thoughts, motivations, and former identity and rendering it very vulnerable to control spells. (tier 3) [*]Cataclysm (Godsbane): produces a massive nuclear explosion of unparalleled might, capable of wiping out an army or leveling an entire city. Requires an enormous energy investment, draw time, and considerable spell projection range. (tiered: 4-5)[/list][center][h3]Defense[/h3][/center]In terms of subtle and reparatory defense, options are extremely limited within the Atomic school. However, Atomic mages are masters of direct preventative defense, though their energy usage is extremely high. Approaching a fully powered-up Atomic mage is often suicidal given the phenomenal radiation that their spells generate. [list][*]Protection of Oraff-Zept (Atomic Shield): Surrounds the caster or a nearby target with an energetic field that counters and neutralizes the radiation of Deep Arcane spells. (tier 2) [*]Hammer of Dami-Zept (Faceless Thunder): causes a multitude of tiny, controlled explosions that produce powerful directional shockwaves, making it impossible to approach the caster and difficult to strike her with projectiles. (tiered: 2-3) [*]Infernal Majesty: The caster temporarily empowers Reaper's Aura to the point that it melts any human-sized object that approaches within five yards in less than a second through hyper-intense radiation. (tiered: 4-5)[/list][center][h3]Utility[/h3][/center]Being a complementary school, and one weighted strongly towards offensive capabilities, Deep Arcane tends to be a bit light on utility, but nonetheless possesses a last-resort healing spell and the intriguing ability to generate near-perpetual energy. [list][*]Mercy of Ahn-Eshiran: sickens and weakens the caster or a selected target, but purges them of diseases, disorders, parasites, and biologically-based attacks. It’s basically instant chemotherapy. (tier 3) [*]Infinity Loop: initiates a fusion sequence within an existing radioactive material, creating an extremely powerful and near-inexhaustible energy source. (tier 2)[/list][/hider] [hider=Blood Magic][center][h3]Drawing[/h3][/center]Blood Magic is basically just Binding magic unfettered, and with more of an offensive focus. On a fundamental level, it functions differently from other magics. It does not draw its power from energy but rather from matter, destroying it in the process in return for its potential energy. Thus does this type of magic demand a ‘blood price.’ [list][*]As one might imagine, Blood Magic drawing is a powerful act of offense in and of itself. Matter is destroyed, and the more potential energy stored in that matter, the more energy is drawn. [*]It is not particularly difficult to control the amount of matter destroyed and therefore energy created, so blood magic is accessible to most mages. However, its use is strongly discouraged by all relevant authorities due to its destructive nature. Dabbling in blood magic rarely ends well.[/list][center][h3]Offense[/h3][/center]Blood magic casting does not focus on outright offense, instead favouring drawing for that purpose. Instead, it is infamous for its ‘marks’ and ‘curses’, which involve binding the physical matter of a target to either be drawn from when the curse is invoked or to have it cast upon them. [list][*]Blood Mark: Foundational skill that binds a curse, mark, or gift to a specified target, regardless of its location. When first invoked, the caster must make contact with the target. Depending on the strength of the cast and distance of the target, blood marks can last from minutes to years. (tier 1) [*]Mark of the Basilisk: Manifests repurposed matter inside of a target, usually in the form of large sharpened spines. (tiered: 2-3) [*]Mark of the Bull: manifests repurposed matter as a heavy block above the target. Weak as a basic skill, but deadly when mastered. (tiered: 1-3) [*]Mark of the Wolf: Continuously manifests repurposed matter as small, sharp blades above, below, or in the path of a target every time that the magic user draws energy. Death by a thousand cuts. (tiered: 1-2) [*]Curse of the Snake: progressively drains and weakens a pre-specified target and transfers that energy to the caster. Think of it as a magical tapeworm, but invisible. (tiered: 1-2) [*]Curse of the Dragon: disintegrates a pre-specified target, erasing it from existence and filling the caster with energy (tiered: 3-4)[/list][center][h3]Defense[/h3][/center]Defensively, blood magic can disintegrate physical projectiles before they reach their targets and can create physical shields out of reconstituted matter. Finally, it has access to all of the healing spells of binding magic but, in practice, few dedicated blood mages take the time to learn enough about human or yasoi physiology to be more than rudimentary healers on a utility level. [list][*]Bane of Stone: disintegrates solids immediately and turns them into energy. (tiered: 1-2) [*]Bane of Blood: disintegrates liquids immediately and turns them into energy. (tiered: 1-2) [*]Bane of Wind: disintegrates gases immediately and turns them into energy. (tiered: 2-3) [*]Bane of Fire: disintegrates plasmas immediately and turns them into energy. (tiered: 3-4) [*]Sign of the Ram: creates a thick shield capable of deflecting physical attacks (tiered: 1-3)[/list][center][h3]Utility[/h3][/center]Blood magic’s ability to disintegrate and reconstitute is useful for a form of teleportation and healing. When taught, the healing abilities are usually separated from the school of ‘Blood Magic’, combined with select Chemical and Arcane spells and designated ‘Binding’. However, there is nothing stopping a blood mage from learning binding spells. [list][*]Sign of the Frog: creates a large, extremely resilient and springy cushion. (tiered: 1-2) [*]Sign of the Mushroom: creates a massive sponge capable of absorbing liquids and neutralizing their properties. (tiered: 1-2) [*]Gift of the Bat: allows a caster to disintegrate a target in one place and reconstitute it in another, effectively resulting in teleportation. (tiered: 3-4) [*]Gift of the Cat: allows a caster to reconstitute lost or damaged flesh. (tiered: 2-4)[/list][/hider] [hider=Temporal Magic][center][h3]Drawing[/h3][/center]Temporal Magic draws upon the power of spacetime itself, and doing so without the greatest care can lead to disastrous consequences. Essentially, you're not drawing energy, you're drawing from time and space, collapsing it as you draw. [list][*]Temporal magic is little understood and considered a forbidden magic to all but Arch-Zenos and carefully-selected specialists and techniques for mastering temporal drawing are kept under lock and key in only the grandest of magic academies. The mere act of sensing spacetime in a manner that it could be drawn from is exceedingly difficult and involves potentially years of pushing physical, emotional, and mental boundaries to levels that might be very unsafe. [*]Drawing from the fabric of spacetime itself involves warping spacetime in some way. It requires immense power and concentration and is purely an act of chaos unless done with the utmost care and precision. It is not recommended that any magic user attempt to draw from Temporal sources.[/list] [center][h3]Offense[/h3][/center]The outright offensive capabilities of temporal casters would appear to be limited and are little understood, but what we know speaks to their status as the ultimate force of chaos, best avoided by mortal beings of any stripe. [list][*]Singularity: Disrupts spacetime to create a powerful gravitational vortex that destroys matter and even energy until cancelled. (tiered: 3-5) [*]Collapse Space: Erases a point in space by collapsing the space around it, eliminating anything within. (tiered: 3-4) [*]Collapse Time: Erases a point in time by collapsing the time around it, eliminating the effects of anything that took place within that time. (tiered: 4-5) [*]Decrepitude: rapidly accelerates the passing of time on a living target to age it to the point of decrepitude in moments. (tiered: 3-4)[/list][center][h3]Defense[/h3][/center]It’s difficult to say where defense, offense, and utility begin and end within the repertoire of a Temporal magic user, though the ability to reset a situation endlessly to the caster’s advantage has virtually unparalleled defensive merit. [list][*]Temporal Waypoint: creates a temporal ‘anchor’ that the caster or a target can return to following a temporal change. (tier 3) [*]Spatial Waypoint: creates a spatial ‘anchor’ that the caster or a target can return to following a spatial change. (tier 3)[/list][center][h3]Utility[/h3][/center]Temporal spells represent the be-all and end-all of utility magic, able to imbue their casters with a virtually godlike control over their environment and situation. [list][*]Repeal Time: reverses time up to a maximum distance of the caster’s initial learning of this spell. (tier 4) [*]Reject Time: halts the flow of time around the caster, allowing him to alter his surroundings as he pleases until the spell is cancelled. Pausing time results in time pressure, a mental and incorporeal but physically felt weight that grows until it is unbearable and will crush the caster eventually. How long this takes depends on the power of the initial cast and the capacity of its caster. (tiered: 3-5) [*]Consume Time: leaps forward in time to a maximum distance of the caster’s death. (tier 4) [*]Portal: bends spacetime to create a wormhole between two spatially distinct places. (tiered: 3-4) [*]Compress Space: warps space, bringing two targets closer together spatially. Mastering Extend Space helps greatly with learning this skill. (tier 3) [*]Extend Space: warps space, forcing two targets further apart spatially. Mastering Compress Space helps greatly with learning this skill. (tier 3) [*]Embrace the Void: Not a cast so much as a state of being. A magic user’s understanding of space and time moves away from linear, dimensional models, freeing that magic user from the spatial limits of distance and the temporal limits of her own lifespan. (tier 5)[/list][/hider] [hider=Dark Magic][center][h3]Drawing[/h3][/center]There are whispers within the Violet Enclave of a type of magic even beyond Temporal: one that seems to draw from an invisible and limitless source. It is hard to say if there is any truth to these, however. Such a magic would seem impossible based on our current understanding of magic. In any event, nobody has ever seen or heard of an actual 'Dark Mage' aside from a few crackpot texts from disreputable sources.[center][h3]Offense[/h3][/center] Who's to say exactly what the fabled 'Dark Mage' could muster in terms of offensive magic. There's a rumour that they can manifest and control aberrations, but there's one problem with that absurd conjecture: nobody's actually ever seen it happen. Honestly... Dark mages aren't real. They can't hurt you![center][h3]Defense[/h3][/center]Yes, the dark mage will defend himself with the power of... nothing! Seriously, if he doesn't need to draw power, then how can his spells [i]have [/i]any power? No reputable practitioner believes in Dark Magic.[center][h3]Utility[/h3][/center]Could you imagine what it'd be like to have a limitless supply of energy? Could you imagine being able to separate yourself from needing a RAS capacity in order to use magic? Many people with vivid imaginations have thought of these things. 'Dark Magic' is the result of their daydreams.[/hider]