Illusion
In its natural state, mineral Illusion comes in the form of small rectangular, glass-like cubes with prismatic properties, able to bend and manipulate light to a great extent without magical intent. However, when coupled with its innate Illusory properties, this light-bending ability quickly turns into a highly effective veil that conceals the deposit from discovery, seamlessly blending into the environment and emitting a subtle perception-altering spell that decreases its notice-ability, making all under its influence "feel" like there's nothing important in the area of the particulate. Because of this, Illusion, while safe, is incredibly difficult to locate and harvest in meaningful quantities, boasting some of the most expansive and sparse fields of all of the eight schools of magic second only to Enchantment. With its size and unassuming nature, it is the challenge of any Illusion House to come out with a profit, the expenditure required to fund their sustained expeditions to locate and collect the infamous "pick up and go" cubes "just laying around" being surprisingly time consuming and expensive. Fortunately, it is without a doubt the most stable of the magic schools, having absolutely no harmful side effects, nor reality warping capabilities that every other particulate seems to flaunt. Because of its unusual lattical integrity, it takes of the shape of an equally as stable prism, the size of which only reinforces its hardiness. Unfortunately, despite all of these advantages, they are also unreceptive to intrusive particulate, the invaders melting away at the Illusory rock until it dissipates entirely. Consequently, most Illusion fields do not settle and form until well after Evening has ended somewhere around one hundred nights in, requiring the Vertinal subsidiaries to be prepared ahead of time for when they do arrive. And when they do, its still unclear of where exactly they will appear, as the particulate is very discrete with its presence, preferring never to announce its location, creating their signature cube form just to immediately disguise themselves as the nearby earth. Illusion Houses approach the harvesting process in one of three ways: mass, blind dredging and hoping they find any, passive collection of ambient energies and sifting for Illusion particulate, or utilizing the sensitive and extensive Mirroring technology to somewhat disrupt its stealth field. Once acquired, they are refined and compressed like any other school of magic, with Grade 1 purity being considered weaponized, Grade 2 for industrial use, and Grade 3 for commercial.
In Meridian technology, the Illusion school has very limited utility when applied to a manufacturing or militaristic setting, as the particulate is far too stable to be truly weaponized. However, it is a wildly popular in architecture and design, employed to provide extremely cheap solutions for modifying the appeal of both the interior and exterior of not only structures, but vehicles, armor, equipment, and more; everything under the proverbial sun can be safely edited by Illusion wands. However, the caveat is that they are channeled, meaning they must constantly be powered and sustained should one wish to maintain the illusion. And of course, development is also suspiciously tailored for intentional deception, which by itself isn't surprisingly given the name of the school until you realize that the Great House presiding openly admits to owning the black market.
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