Post by Carlos on Sept 18, 2015 23:36:52 GMT -6
Energy particles - Energy particles are generated in the tissue of living creatures. Believed to occur through chemical reaction in the bloodstream when it oxygenates. These particles are harmless as they are. But when manipulated by a caster, they can focused into kinetic particles, allowing them to exert force through mental manipulation. The energy can also be used to saturate an element such as the air or soil, giving the caster the ability to manipulate it to varying degrees. Energy particles can only spread so far because they lose their charge.
Kinetic magic - Fusing energy particles together forms them into particles with mass. In that form they're harder to manipulate. But gathered together and propelled to a target. It can be used to strike with blunt force. In the extreme, with unsurpassed concentration, it can be used to pierce through a target. Kinetic particles can last longer than regular energy particles, making kinetic projectile attacks a good long range attack.
Fire magic - Creating fire with magic involves the use of energy particles to accelerate the movement of molecules to the point of ignition temperature, then feeding energy particles as fuel in placed of conventional sources. Fire fed purely by caster energy spreads faster and burns hotter. But if done by an unskilled caster, the fire can go out of control, feeding uncontrollably on the caster and likely setting them on fire.
Air Magic - Saturating air particles with energy particles allows a caster to manipulate the air around them. 100% saturation is not required, as air particles will push other air particles, allowing for varying degrees of control. If you wanted to move an object, such as a fallen staff, you'd want higher saturation. A skilled caster can separate different types of gases from the air.
Earth magic - By saturating the ground with energy particles, a caster can use these particle laces grains of soil to manipulate a greater mound of earth. Because of the weight involved, more energy particles are required to move earth, and to move it with any speed requires even more particles. With enough concentration, the soil can be packed tight, giving the caster the ability to create barriers and other objects.
Water Magic - Like the other choices, depending on what you're trying to achieve, can require more or less particle saturation. Slowing the molecules in water can freeze it.
Electrical magic - Energy particles can gain a charge by passing through flexing muscles. This limits the ability to use it to very close range. But combined with manipulation of the air, a static path can be created, allowing for a discharge of electricity. However casting this over a distance is incredibly unreliable.
Magnetic magic - By using electrical magic, a magnetic field can be generated and manipulated, allowing a caster to manipulate ferromagnetic alloys. However this is a very difficult task. Limiting the magic to small objects for most casters.
Necrotic magic - Also called "Death magic", necrotic magic cannot be used for regular spells. Rather than having latent energy or mass. Necrotic particles behave on a completely different level that isn't very well understood. Much the way one saturates the soil for Earth magic, a necromancer saturates a body with their necrotic energy to manipulate the body.
-Zombies come in a few varieties. Basic animated dead, just simply saturating a body with necrotic particles. These undead do not follow verbal orders, require an infusion of will from the caster, through direct contact. Soul infused zombies are those by necromancers with the gift to manipulate souls. They retain a measure of who they were, but reduced to ensure better control. Inscribed zombies. Zombies with magical inscription worked into the bones and flesh. They will stay animated for as long as the inscriptions hold. Cutting down on the need for energy.
-Dead animals are very difficult for necromancers to control. Their will is not the same as a human. But some have the gift for working with animal spirits, allowing them to infuse dead animals. If an animal is simply reanimated. They will revert to their base instincts for as long as they have necrotic energy.
Demon Summoning and Hosting - Demons come from one of the nine known "hell" dimensions. Only those from the first and second can enter our world in their corporeal bodies. Many of these demons are animalistic and rather simple. However the demons from the higher dimension cannot manifest physically on our plain. Instead requiring a host body. Demon summoning and hosting is the most dangerous because they are completely alien entities. Their minds simply do not work like ours. Their nefarious machinations are beyond us.
-Demonic Inscritpion, functions as a means of containing a demonic entity. But also preventing it from using it's full power and even dumbing down it's mental ability. It's best to use body in vegetative state, applying the inscriptions to the skin. It is also possible for a caster to host a demon within only a body part. But this has the added danger of being overtaken by the entity.
Ectomancy - They are to ghosts as necromancers are to undead bodies. Only those born with the gift for it can partake of this magic. Especially as only those born with the gift can see and speak to ghosts and phages. As well as take in a ghost and use it's knowledge. Their ultimate power comes in their ability to use their ectomantic energy to give ghosts an ectoplasm body. This allows them to effect the physical world temporarily. Though the ectoplasm can be dispersed by physical means.
"Faith" - Used by elements of the church. It involves using inscription to direct the focus of energy particles over an area. Commonly used on melee weapons such as hammers. When a tightly focused grouping of energy particle strikes against an opposing spell, it explodes, causing it to damage the opposing spell. When applied over armor, it doesn't stop spells, it simply dampens the spell's effect. By only using the basic energy particle the church stops short of using full magic.
Inscriptions - While it might not seem like it at the time. Spells have a pattern that goes into it. These patterns can be applied to an object by concentrating energy particles like a small blow torch. Then applying it to the surface of an object much like a tattoo. However the effect doesn't last long, so it needs to be applied in layers repeatedly to an object, creation of magic items are a time consuming affairs. Use in zombies and demon hosts is equally as time consuming.
Technology - Energy particles interfere with electronics. Shorts and overloads being the most common problem. They can also effect a combustion engine. Causing a more powerful combustion than intended. Energy particles don't interfere with most mechanical actions.
Kinetic magic - Fusing energy particles together forms them into particles with mass. In that form they're harder to manipulate. But gathered together and propelled to a target. It can be used to strike with blunt force. In the extreme, with unsurpassed concentration, it can be used to pierce through a target. Kinetic particles can last longer than regular energy particles, making kinetic projectile attacks a good long range attack.
Fire magic - Creating fire with magic involves the use of energy particles to accelerate the movement of molecules to the point of ignition temperature, then feeding energy particles as fuel in placed of conventional sources. Fire fed purely by caster energy spreads faster and burns hotter. But if done by an unskilled caster, the fire can go out of control, feeding uncontrollably on the caster and likely setting them on fire.
Air Magic - Saturating air particles with energy particles allows a caster to manipulate the air around them. 100% saturation is not required, as air particles will push other air particles, allowing for varying degrees of control. If you wanted to move an object, such as a fallen staff, you'd want higher saturation. A skilled caster can separate different types of gases from the air.
Earth magic - By saturating the ground with energy particles, a caster can use these particle laces grains of soil to manipulate a greater mound of earth. Because of the weight involved, more energy particles are required to move earth, and to move it with any speed requires even more particles. With enough concentration, the soil can be packed tight, giving the caster the ability to create barriers and other objects.
Water Magic - Like the other choices, depending on what you're trying to achieve, can require more or less particle saturation. Slowing the molecules in water can freeze it.
Electrical magic - Energy particles can gain a charge by passing through flexing muscles. This limits the ability to use it to very close range. But combined with manipulation of the air, a static path can be created, allowing for a discharge of electricity. However casting this over a distance is incredibly unreliable.
Magnetic magic - By using electrical magic, a magnetic field can be generated and manipulated, allowing a caster to manipulate ferromagnetic alloys. However this is a very difficult task. Limiting the magic to small objects for most casters.
Necrotic magic - Also called "Death magic", necrotic magic cannot be used for regular spells. Rather than having latent energy or mass. Necrotic particles behave on a completely different level that isn't very well understood. Much the way one saturates the soil for Earth magic, a necromancer saturates a body with their necrotic energy to manipulate the body.
-Zombies come in a few varieties. Basic animated dead, just simply saturating a body with necrotic particles. These undead do not follow verbal orders, require an infusion of will from the caster, through direct contact. Soul infused zombies are those by necromancers with the gift to manipulate souls. They retain a measure of who they were, but reduced to ensure better control. Inscribed zombies. Zombies with magical inscription worked into the bones and flesh. They will stay animated for as long as the inscriptions hold. Cutting down on the need for energy.
-Dead animals are very difficult for necromancers to control. Their will is not the same as a human. But some have the gift for working with animal spirits, allowing them to infuse dead animals. If an animal is simply reanimated. They will revert to their base instincts for as long as they have necrotic energy.
Demon Summoning and Hosting - Demons come from one of the nine known "hell" dimensions. Only those from the first and second can enter our world in their corporeal bodies. Many of these demons are animalistic and rather simple. However the demons from the higher dimension cannot manifest physically on our plain. Instead requiring a host body. Demon summoning and hosting is the most dangerous because they are completely alien entities. Their minds simply do not work like ours. Their nefarious machinations are beyond us.
-Demonic Inscritpion, functions as a means of containing a demonic entity. But also preventing it from using it's full power and even dumbing down it's mental ability. It's best to use body in vegetative state, applying the inscriptions to the skin. It is also possible for a caster to host a demon within only a body part. But this has the added danger of being overtaken by the entity.
Ectomancy - They are to ghosts as necromancers are to undead bodies. Only those born with the gift for it can partake of this magic. Especially as only those born with the gift can see and speak to ghosts and phages. As well as take in a ghost and use it's knowledge. Their ultimate power comes in their ability to use their ectomantic energy to give ghosts an ectoplasm body. This allows them to effect the physical world temporarily. Though the ectoplasm can be dispersed by physical means.
"Faith" - Used by elements of the church. It involves using inscription to direct the focus of energy particles over an area. Commonly used on melee weapons such as hammers. When a tightly focused grouping of energy particle strikes against an opposing spell, it explodes, causing it to damage the opposing spell. When applied over armor, it doesn't stop spells, it simply dampens the spell's effect. By only using the basic energy particle the church stops short of using full magic.
Inscriptions - While it might not seem like it at the time. Spells have a pattern that goes into it. These patterns can be applied to an object by concentrating energy particles like a small blow torch. Then applying it to the surface of an object much like a tattoo. However the effect doesn't last long, so it needs to be applied in layers repeatedly to an object, creation of magic items are a time consuming affairs. Use in zombies and demon hosts is equally as time consuming.
Technology - Energy particles interfere with electronics. Shorts and overloads being the most common problem. They can also effect a combustion engine. Causing a more powerful combustion than intended. Energy particles don't interfere with most mechanical actions.