Magic
The manipulation of reality through spells and incantations.
Puruṣārtha: What is the SOUL
- DHARMA (righteousness, moral values): The heading or constitution of a being. It is the pursuit and execution of one's nature and true calling, thus playing one's role in a cosmic concert.
- ARTHA (prosperity, economic values): This leg signifies the "means of life", activities, and resources that enable one to be in a state one wants to be in. Artha incorporates wealth, career, activity to make a living, financial security, and economic prosperity.
- KAMA (pleasure, love, psychological values): The enjoyment of the life one has built via their objective. It signifies desire, wish, passion, emotions, the pleasure of the senses, the aesthetic enjoyment of life, affection, or love, with or without lustful connotations. Love and enjoyment without violating dharma (moral responsibility), artha (material prosperity), and one's journey towards moksha (spiritual liberation).
- MOKSHA (liberation, spiritual values, self-actualization): Emancipation, liberation, or release. It is the liberation of Saṃsāra (cyclicity of all life, matter, and existence).
Magic is the ultimate expression and demonstration of a Mage's true self, who they are, and what they are beyond flesh and bone. Magic is so personal that no one method to learn it exists, some take years to learn in a single school while others are born masters of all 8 arts, the same magic from two identical mages can produce wildly different outcomes. Thus, a true mage can never become a great mage by following another's path, they must walk their path, and they must obey their Objective. Just as a star, radiant and undaunted, shines at its brightest when it follows its destined course through the cosmos, so too does a mage's power reach its zenith when in sync with their Purushartha.
Alabaster Runes
The SOUL is the essence of a person, and who they are, and in the same way an icon can be used to invoke certain ideas or things, the Alabaster Rune of a person can be used to invoke the person. These Alabaster Runes can be used in any number of ways for any number of reasons for a variety of effects.
- Alabaster Runes can be implemented into spells for greater effect of spells.
- These Runes can be given to other Mages as a way to "lend power" or even give copies of their Soul
Alabaster Runes can also be inscribed upon a Soreseal, an artificial eye relic which, when bearing a person's Alabaster Rune, can serve as a powerful enchantment. The eyes of a person are said to be the windows into the SOUL, the very tools by which one can perceive reality and be perceived in return. Thus, the eyes of mages are valued as precious things, not for containing Magic, but for containing a glimpse into the very SOUL of a Mage. It is this glimpse that can give another mage an even more profound understanding of other Mages. It is not uncommon for lovers to exchange eyes when wed together so that they may fully understand one another perfectly.
Effect
Magical Synergy
- COMPLIMENTARY MAGICAL PERFORMANCE is a type of synergy where the magical power, process efficiency, and potency of Mana Cells and Magic itself are amplified or significantly complimented.
- COLLABORATIVE MAGICAL APPLICATIONS are when Magical Traits, aspects, or even parts of Inherited Magical Techniques are shared between Mages for a certain period. This can lead to IMT being mutated or developed further from their original scope, allowing them to take on new applications altogether.
Side/Secondary Effects
- Mana Cell Exhaustion (MCE)
Manifestation
The Eight Magical Arts
Magic is the combination of Mana + Natural Energy, Yin with Yang, creating something new. Mana (Yin) is actually what the 5th Dimension is made up of and is what we would consider Raw Magical Energy. When beings from the 3rd Dimension and lower channel Mana through their Mana Cells, they are passively mixing it with Natural Energy (Yang) a form of otherwise useless energy that all beings emit. Natural Energy acts to dilute the Mana, allowing lower beings of flesh and blood to wield it, called Refined Magical Energy, or just Magic. Mana Cells recover at a rate that is 2x slower than what they were collected. If it took your Cells 10 minutes to collect x amount of Magic, you will need to wait 20 minutes until you are back at full capacity.
Magical Art | Description |
---|---|
Divination | Divination is a magical art and practice that involves seeking knowledge, insight, or guidance through supernatural or mystical means. Divination is used to gain information about the past, present, or future, as well as to uncover hidden truths or understand the deeper aspects of a situation or individual's life. It is often employed as a tool for making decisions, predicting outcomes, or gaining spiritual insight. It is important to note that divination is not an exact science and does not guarantee absolute predictions or outcomes. The interpretation of divinatory tools and methods is subjective and can vary based on the individual practitioner and the specific circumstances involved. Divination should be approached with an open mind and used as a tool for reflection, self-discovery, and gaining insight rather than relying solely on it for decision-making. |
Necromancy | Necromancy is a magical art that involves the manipulation and interaction with death, the deceased, and the energies associated with the afterlife. It is often depicted as the study and practice of dark and forbidden magic, as necromancers deal with taboo subjects and can control or communicate with the spirits of the dead. Necromancy encompasses a wide range of practices and abilities. Some necromancers specialize in divination and communication with spirits, seeking knowledge or guidance from the deceased. Another aspect of necromancy involves the reanimation or manipulation of dead bodies or skeletal remains. Necromancers can also employ spells or rituals to manipulate death energy, draining the life force from living beings or harnessing the power of death itself. |
Conjuration | Conjuration is a magical art that involves the summoning, calling forth, or creation of beings, energies, or objects through magical means. Practitioners of conjuration, known as conjurers, can bring forth entities from other planes of existence, create illusions or manifestations, or even summon and control elemental forces. Conjuration is a versatile and powerful school of magic that allows spellcasters to manipulate and interact with the fabric of reality. The practice of conjuration typically requires a deep understanding of the desired entity or force being summoned. Conjurers must be knowledgeable about the characteristics, nature, and potential risks associated with the beings they call upon. They employ rituals, spells, sigils, and incantations to establish a connection and draw forth the desired entity or energy. |
Enchantment | Enchantment is a magical art that involves imbuing objects, creatures, or locations with magical properties or abilities. Enchanters harness mystical energies to infuse an item or being with magical essence, enhancing its attributes, granting it special powers, or altering its nature. Enchantment can make objects more potent, provide protection, enhance abilities, or even bestow sentience upon inanimate objects. The process of enchantment typically involves the use of spells, rituals, and incantations. Enchanters draw upon their knowledge of magical principles and the specific properties of the object or creature they seek to enchant. They channel and direct magical energies into the target, imbuing it with the desired enchantment. |
Illusion | Illusion is a magical art that involves the manipulation of perception, creating sensory experiences that are not based on physical reality. Illusionists use spells, tricks, and subtle manipulations to deceive the senses, altering what individuals see, hear, feel, taste, and smell. Through their mastery of illusion magic, practitioners can create convincing illusions, deceive others, and shape their perception of the world. Illusion magic often requires a deep understanding of perception and psychology. Illusionists study how the mind processes sensory information and exploit its tendencies to create convincing illusions. They employ techniques such as misdirection, suggestion, and the manipulation of subtle cues to deceive the senses and make the illusion seem real. |
Evocation | Evocation is a magical art that focuses on the manipulation and control of elemental energies and forces. It involves the summoning and commanding of spirits, creatures, or energy manifestations to achieve various effects. Evocation is often associated with the direct manipulation of raw power and the ability to unleash destructive or transformative forces. Practitioners of evocation, known as evokers, harness the elemental energies present in the world around them or tap into metaphysical realms to bring forth and direct these forces. |
Alchemy | Alchemy is a mystical and ancient magical art that combines elements of science, philosophy, and magic. It is often associated with the transformation of base metals into precious ones, such as turning lead into gold, but alchemy encompasses much more than just material transmutation. Alchemists seek to understand the fundamental nature of matter, energy, and the universe, aiming to unlock hidden knowledge and achieve spiritual and physical transformation. |
Abjuration | Abjuration is a magical school or art that focuses on protective and defensive magic. It involves the use of spells and rituals to ward off and negate harmful effects, banish or repel creatures, and create barriers of protection. Abjuration magic is often associated with shields, barriers, and dispelling magic. Abjuration spells and rituals often require concentration, focus, and a deep understanding of the magical energies involved. |
The Anatomy of Spells
- Monogram; Spells that allow for (1) Sigil
- Diagram; Spells that allow for (2) Sigils
- Trigram; Spells that allow for (3) Sigils
- Quadgram; Spells that allow for (4) Sigils
- Pentagram; Spells that allow for (5) Sigils
- Hexagram; Spells that allow for (6) Sigils
- Septagram; Spells that allow for (7) Sigils
- Octagram; Spells that allow for (8) Sigils
- Nongram; Spells that allow for (9) Sigils
- Decagram; Spells that allow for (10) Sigils
The Arrays move to the maximum of 10 because there are 10 Tailed Magical Beasts who rule the 5th Dimension, making 10 a Magical Number that can enhance spells, adhering to this logic applies reasoning to Magic and allows for greater performances. Layering tens on top of powers of tens is a popular spell structure because of its complexity and usability. Spells arranged outside of the 10 System are considered irregular.
The Yin Yang Re-Convergence
Source
The Source of Magic
Magical Tools & Items
- Grimoire: Grimoires are objects that have been enchanted to contain pre-made Magic to be easily deployed at a later indefinite time without all of the complexities of Magic holding them down. Grimoires can come in several different sizes, shapes, and colors, but all of them serve this purpose. Grimoires are "living" documents, capable of containing far mor information than what is physically possible. This is done via Memory Pages, magical pages of the Grimoire which can shift around and rearrange Spells into other things. The word STOP can be used to spell 5 other words (post, tops, spot, opts, pots), within Memory Pages, the Grimoire knows how to spell STOP and can use that same space to spell 5 other words or store 5 other spells. Spells recorded in a Grimoire are just ink on paper until they are "charged" with magical energy. If some Spell (x) or STOP needs 3 jk of Magical Energy to cast, you will need to "charge" it with 3 jk of Magical Energy. In the same vein, if the spell (x(a)) or POST only needs 1 jk to cast, you can use the Grimoire to cast POST 2 times instead of STOP once. For this reason and the nature of Memory Pages, Mages will overcharge Spells to cast them multiple times or other spells within their memory.
Grimoires are enchanted objects designed to contain pre-made spells for easy deployment. They function as "living" documents capable of dynamically rearranging and optimizing the storage of magical information.
- Types of Materials: All materials, in reality, can be classified as one of three types when it relates to Magic, based on how well if at all, they allow for the flow of Magical Energy. Nynir stifles or blocks Magical Energy, best to avoid them. Minur has no measurable effect on energy flow, quite common. Uru boosts or enhances Magical Energy flow. Pure Materials or Unalloyed allow for the greatest effect of the material. Alloys are sullied, based on the median curve to Minur. What this means is that Nynir-Minur alloys will allow for a minimal flow of energy. Minur-Uru Alloys will stifle the flow of energy. Alloys that have been purified will default back to their base behavior but are significantly weaker than before, having now been sullied.
- Ink Azure: A special type of blue ink can be applied directly to the skin of a person much in the same manner spells are written onto Grimoires / Prayerbooks for ease of casting at a later time. This Ink Azur on the body is primarily used for things like Enchantments or Wards / Seals, as once cast, they will retain their magical attributes for long periods. Meanwhile, things like offensive spells can only be used once before they will need to be "recharged" or hold multiple charges. The primary use of Ink Azur, like any Grimoire or Prayerbook, is to simply streamline the spell-casting process. Spells can be cast quickly from these, and even faster from the body directly. And like other written and "charged" spells, making use of these markings does not deplete your own Magical Energy supply. However, these Spells will 'corrode' over any given period, forcing the Mage in question to bathe in a Cirlian Spring to have them removed and reapply them later. Ink Azur is a reasonably common item to be found in most civilized worlds and Realms.
Limits of Magical Arts
- LIMITBREAKING: Limits of Magical Energy All beings are born with a certain amount of Magical Energy they can safely circulate through their body without inducing harm. This general rule is measured as Sai = "Small/ Less", Gon = "Everday/ Often", and Zel = "Greater/ Lot". This is their LIMIT and differs from person to person, decided at birth. Bloodlines can play a role here, children from two ZEL parents will likely have a ZEL LIMIT. If more energy than what a Mage can handle is needed, they enter a state of being known as LIMITBREAKING. Do not do this, LIMITBREAKING can cause cellular decay, organ failure, mental instability, madness, and in some extreme cases, burn your body up entirely, leaving nothing but ashes and screams.
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