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== Fundamental Magic ==
== Fundamental Magic ==
More appropriately titled as 'stellar magic,' these magic types are typically referred to as 'fundamental magic' for their properties. Although fundamental magic includes some of the most destructive forms of mana throughout the entirety of Asla'nir, most of these magic types are surprisingly simple to learn (albeit difficult to master) and are a strong backbone for any spellcaster's selection of spells. Their name primarily spawns from the fact that they are, by far, the most common forms of magic throughout Asla'nir— there are very few races that would be caught without the ability to use elemental magic or to shapeshift.
More appropriately titled as 'stellar magic,' these magic types are typically referred to as 'fundamental magic' for their properties. Although fundamental magic includes some of the most destructive forms of mana throughout the entirety of Asla'nir, most of these magic types are surprisingly simple to learn (albeit difficult to master) and are a strong backbone for any spellcaster's selection of spells. Their name primarily spawns from the fact that they are, essentially, representative of fundemental forces of the universe beyond reality magic— they are also amongst the most common and simplest to learn as well


Fundamental magic is said to predominantly originate from the might of the powerful Abrorik of the Lower Depths, but some magics that spawn from it possess some ties to essential magics, which are linked to the Nephi of the Higher Planes. Magic in this category has somewhat obedient mana that rarely backfires to any extreme degree, however, when it does it backfires quite severely, causing sometimes irreparable damage— the likes of Stellar Rot and natural disasters serve as a permanent reminder that tampering with or coming too close to areas rampant with fundamental magic for long periods of time is quite lethal.
Fundamental magic is said to predominantly originate from the might of the powerful Abrorik of the Lower Depths, but some magics that spawn from it possess some ties to essential magics, which are linked to the Nephi of the Higher Planes, such as Umbra et Lux. Magic in this category has somewhat obedient mana that rarely backfires to any extreme degree, however, when it does it backfires quite severely, causing sometimes irreparable damage— the likes of Stellar Rot and natural disasters serve as a permanent reminder that tampering with or coming too close to areas rampant with fundamental magic for long periods of time is quite lethal.


''Core Magic Types -''
''Core Magic Types -''

Latest revision as of 20:19, 28 June 2024

Sources of Magic

Magic is a complex topic, to say the least— many mages or even regions have declared themselves to be the true origin of a certain type of magic over the past several million years, but the true origin lays within the Divine Title. It is believed that Divine Titles are the source of all magic, with the magic mortals use being the result of a 'trickle down' effect of the manas that originally produced them. Essentially, the entities that create mortals have left behind residual aspects of their mana in the production of them and thus, mortals have gained access to a lesser form of mana, the manipulatable magics most use today. Magic can be garnered through a few methods, ordered roughly from strongest to weakest— one's racial magic, one's faith, one's bloodline, and via learning magic forcefully.

Introduction to Mana

Mana is what is utilised to cast every spell. Mana of every magic type produces different effects— most mana, to be quite honest, is actually really harmful. The first lesson that any individual who utilises magic needs to learn is that magic always has a price. Most mana has at least some sort of negative effect on the user, particularly in high quantities. The more powerful someone becomes with their magical power, the more dangerous mana can become. With more mana sweltering around one's soul, they may grow more powerful, but the results can be disastrous - for instance, Spatium Tempus dissociates the user to such an extreme that they might not even evade an attack moving incredibly slowly at them and Elementum Creo forces the user to change in personality and drives them into temporary states of madness with every natural disaster.

Mana Drain and Production

Mana is generated passively in the background whilst someone isn't casting spells, but the specifics are more complicated than that— entities who have magical potential for a form of magic will passively generate it as long as they are not casting spells, but what about someone who does not have magical potential for a form of magic? The only real option is to force mana generation through making efforts to practice the magic. In many cases, forcing mana production is actually quite painful, slow, and generally tedious. Mana generation, both that which the user has innate potential for and that which they do not, heavily reduces stamina and wears down the magical caster. Consuming food and resting properly is necessary for proper mana production.

Casting spells, naturally, drains mana of that specific type of magic— hybridised spells use multiple forms of mana, evidently, but they also use more of it, meaning that when one hybridises magic, there is more mana drain than simply casting a normal spell of one of those variants. The more powerful the spell, the greater the mana drain. Should a user run out of mana, results can get quite disastrous when trying to cast spells— depending on the type of magic type, these results can be quite fatal. This is why users tend not to specialise into too many different mana types - if they use too many types of mana, they have limited production of each type, meaning that they are more likely to run out of mana of a specific type of spell, meaning that the costs will be quite severe. Having too many forms of mana dampens one's magic as well— their magic is innately weaker. Everyone has limited mana pools and when one produces multiple forms of mana, they take up greater portions of that mana pool, meaning that they can cast fewer spells of each mana type, each with less power.

Mana Pools

Mana of individuals is innately limited— they can only surround their soul with so much mana before they can generate any more. Essentially, everyone has a cap on how much mana they can potentially hold at any given moment. This can, however, be expanded, but it can take many, many years to do so. The more mana one holds, however, the more severe the side effects become. Individuals who possess an immense mana pool struggle sometimes, however— regeneration is not always increased with the increase of a mana pool and thus, as their power increases, as their mana increases, they cannot fight as often anymore because their mana pool is not able to be refilled as quickly.

Enhancing regeneration is far harder than expanding one's mana pool, after all.

Mana Types

There are twelve types of magic, most of which have sub-variants, totalling about thirty-six types of magic in total. As stated previously, most individuals will not know how to cast all twelve types, let alone all sub-variants— in fact, most individuals stay under three types and expanding to five types of magic is considered relatively impressive, in fact. Of course, certain magic types do mix better than others and some magic types are incredibly responsive to hybridisation. Some mana types have very intriguing quirks to them that can actually be quite problematic for users— Viva Caelatura possesses twinning, for instance and Vis Stellae can induce Stellar Rot in those who use it too frequently. Each mana type feels different and reacts differently to being cast. Most individuals claim that mana is sentient— and in fact, they are quite accurate in that statement— but some mana types are more interactive with their casters than others. Bear in mind that the type of mana selected will have an intriguing interaction with a spellcaster ultimately.

Magical Damage

Magic has historically been defined by mages into tiers— these tiers are Extremely Low, Low, Moderately Low, Moderate, Moderately High, and High. Whilst Extremely High is plausible, it has never been witnessed by any mage to such a degree that they have felt the need to classify such a thing as existing, let alone have the ability to make observations to define a magic by it. The best defense against magical damage is shielding, naturally, and in many cases, physical armour is quite crucial for doing so, with magical shielding being only essential for magics that would otherwise bypass physical armour or inflict so much damage that the armour will not be capable of protecting the wearer. Some magics are physical and cannot be defined by this system as there are too many variables to take into account for such a thing— the durability of the projectiles, the size of the projectiles, the weight of the projectiles, the force behind the user throwing the projectile— and they generally use real, tangible objects unlike untangible manas. These tiers have been used theoretically to determine how much of a threat someone is and have been classified as an important factor in Threat Levels, a concept utilised to gauge a fair fight between combatants in certain formal settings or to determine the potency of a given race. That being said, the average commoner does not know what a threat level is, nor what magical damage truly translates to beyond the aftermath and thus it is better to reference it in magical texts rather than to utilise it in practice to understand one's opponents.

Magic Effects

Magic can perform a wide array of tasks, with each magic type having distinctive uses, however, within Asla'nir, it is important to categorize these effects clearly. Although all magic types have distinctive forms of mana entirely and do different things, mana can still be generalized into having certain effects on individuals. Ignoring most utility, there are a few specific things that magic does that is particularly important to note: Healing, buffing, debuffing, and dealing damage. As such, it is best to categorize the effects of each mana in order to concisely understand what they are capable of. It should be noted that beyond the Divine and some of the most powerful entities on this planet, there have been very few exhibitions of Moderately High and High damage as a whole— an Extremely High individual is far, far more likely to possess several spells that deal Moderate damage than they are to have a Moderately High or High damage spell.

Healing

Healing is, by far, amongst one of the rarest forms of magic within Asla'nir, albeit one of the most important. Healing is usually denominated in potency based upon the amount of damage it can heal and how drastic those wounds are— a healer of any threat level can generally know any degree of healing, in theory, however, in general, healers of higher threat levels are more capable healers than those of lower threat levels due to having more natural magical potency to rely upon in order to heal. As healing is not defined as cleanly as other magic types, it is best to think of wounds categorically— it should be noted that healers cannot heal fatal wounds and most cannot readily heal severe wounds, either, however, very expensive and elaborate potions can heal severe wounds, as can certain incredibly potent healers or some species' natural regeneration.

Wound Types

  • Minor: Minor external damage, such as: scratches, scrapes, bruising, and first to second degree burns.
  • Moderate: Moderate external damage and minor internal damage, such as: Gashes, sprains, small fractures, minor to moderate damage to surface level organs such as glands, and third to fourth degree burns.
  • Major: Major external damage and moderate internal damage, such as: Severe surface level damage, decapitated limbs, destruction of surface level or small organs (such as glands, eyes, etcetera), minor damage to internal organs, minor internal bleeding, broken bones, and fifth to sixth degree burns.
  • Severe: Major internal damage and near-fatal wounds, such as: Non-lethal brain damage, spinal cord damage, non-lethal damage to internal organs, and lost heads on multi-headed species.
  • Fatal: Anything beyond this point.

Buffs and Debuffs

Buffs and debuffs are predominantly the result of Rogus Vitalus and Natura Animi, yet are surprisingly abundant in even the unspecialised. They are defined by degree of the buff provided, however, it should be noted that in most cases, it is not reasonable to assume that a buff that would empower a small humanoid to any given degree would empower a larger humanoid or an inhuman species the same degree, as buffs and debuffs are based on life essence and death essence, which an immortal species would naturally have more of and thus would not readily see as much of an increase as a result.

Scaling

  • Minor: .1x
  • Moderate: .25x
  • Major: .5x

Ailments

Sometimes classified as a type of damage, ailments are widely defined as any symptoms induced by a given spell— these are symptoms of illness and, in the case of most magic types that produce them, are either the result of powerful spells within that class of magic or are the bread and butter of it. In general, they are consistently defined by the degree of the severity of the ailment provided and most ailments are temporary, however, exposure to stronger ailments will potentially induce long-term, quite lethal ailments that would kill many. Because Ailments are generally classified as overlapping with damage-based spells, damage terminology will be applied to them, however, it is not entirely accurate to do so entirely.

Scaling

Note that most ailment related spells induce the symptoms of their equivalent counterpart as well as all below it in damage. (e.g. a Moderate Damage Aethera spell would induce Moderate ailment symptoms as well as Mild, Minor, and Extremely Minor ailment symptoms.)

  • Extremely Minor: Nausea, congestion, and/or coughing are the most well documented— Extremely Minor ailments are akin to the onset symptoms of the likes of a flu, food poisoning, or a common cold.
  • Minor: Fever, lightheadedness, and/or headache are the most well documented— Minor ailments are akin to slightly more severe symptoms of similar illnesses.
  • Mild: Vertigo, hyperventilation, and/or tinnitus are the most well documented— Mild ailments make it more difficult to focus and function, but do not entirely impair someone as much as more significant ailments do; should one be affected by a Mild ailment, they will experience minor vertigo, but if someone were to be affected by a Major ailment, the vertigo would worsen in severity.
  • Moderate: Fatigue, vomiting, and/or weakness are the most well documented— Moderate ailments make combat considerably more difficult to manage. Much like Mild ailments, the severity worsens as the ailment worsens, however, a Moderate ailment is a notable inconvenience and can be life-threatening if it disrupts combat too much.
  • Major: Blurred vision, arrhythmia, tremors, and/or lowered blood pressure— Major ailments limit a combatant effectively and are life-threatening in the sense that they can prevent an opponent from fighting effectively. It is best for one to withdraw from combat or seek a healer as soon as possible— even once a major ailment is over, the effects can still persist partially for considerable periods of time if left untreated.
  • Severe: Weak and rapid pulse, cardiac palpitations, convulsions, inability to concentrate, and/or extreme confusion— being struck by too many ailment inducing spells from this point onwards will lead to syncope. Severe ailments need to be treated by a healer as soon as possible, as any attempt at combat whilst affected by one is guaranteed death— there is no way to function in a fight whilst under these effects. Further exposure beyond that point will often result in the affected having permanent bodily damage, leading to potential organ failure or coma should they not be promptly treated.

Physical Damage

Physical damage is defined as any magic that produces a physical, tangible object; produces slashing, bludgeoning, or piercing damage; pressure-based spells; or otherwise displaces physical objects in a way that would harm an individual (e.g. drastic shifts in pressure). In some particularly outlier cases, this can be as drastic as displacing space-time and effectively producing injuries across the surface of an individual due to molecular disruptions, however, most physical damage is simplistic, such as a physical projectile being flung towards an opponent. Physical damage is defined in a few ways, however, physical damage is subjective to the caster— traditionally, it is quantified by either psi or damage to a type of material. Physical damage, however, despite coming in tiers that seem relatively straightforward, are not particularly simplistic— physical damage is difficult to quantify and as physical damage seems to be determined by the physical strength of the caster in part, physical damage depends on the size of the individual or their magical capacities.

Material-Based / Damage-Based Scaling

  • Extremely Low Damage: Deals damage to flesh, however, cannot deal extensive, non-surface level damage; mostly deals minor wounds.
  • Low Damage: Punctures flesh readily and does some damage to tier 1 materials; can deal moderate wounds, but mostly does minor wounds.
  • Moderately Low Damage: Damages tier 1 materials easily and does some damage to tier 2 materials; mostly does moderate wounds.
  • Moderate Damage: Damages tier 2 materials easily and does some damage to tier 3 materials; can deal major wounds, but mostly does moderate wounds.
  • Moderately High Damage: Damages tier 3 materials easily and does some damage to tier 4 materials; mostly does major wounds, but can deal severe wounds.
  • High Damage: Damages tier 4 materials easily and does some damage to tier 5 materials; mostly does severe wounds, but can readily be lethal.

Burn-Based Damage

Burn-based damage is roughly defined as magic that specifically specialises in destroying and disintegrating tissues that does not do it through chemical means, by any change in temperature, or through the physical decay of an object within respect to time or essence. Most forms of magical damage that do not fall into those categories readily are classified as burn-based, however, it should be noted that other magic types may still inflict burns or be defined as dealing similar damage; the term burn-based is a simple one that does not convey the complexities of magic as a whole, as most magic is 'burn-based' by technicality.

Scaling

  • Extremely Low Damage: First degree burns— some degree of damage to the epidermis.
  • Low Damage: Second degree burns— complete destruction of the epidermis and some degree of damage to the dermis.
  • Moderately Low Damage: Third degree burns— complete destruction of the dermis and some damage done to the hypodermis.
  • Moderate Damage: Fourth degree burns— complete destruction of the hypodermis and some damage done to the muscle.
  • Moderately High Damage: Fifth degree burns— complete destruction of the muscle and some damage done to the bone or underlying tissue.
  • High Damage: Sixth degree burns— complete destruction of the bone or underlying tissue.

Heat-Based Damage

Heat-based damage is used in regards to any magic that specifically is centred around high temperatures, with the user producing high amounts of energy in order to produce heat, although this can exhaust them if overdone. Heat-based damage specifically correlates to high temperature, rather than burns, although heat-based damage oftentimes does inflict burns as a result of how hot it is— one can roughly correlate burn-based damage to heat-based damage if searching for a better way to comprehend what these temperatures may do to flesh, however, recognizing the temperature is helpful for considering material damage, as heat-based damage excels at damaging materials and setting things ablaze. Assuming one is exposed to a heat-based spell for long enough (more than a few seconds), one can use a burn-based scale roughly, however, most heat-based damage is measured in temperature.

Temperature Scaling

  • Extremely Low Damage: 700 ° C. As hot as the coldest of lava flows or charcoal based flame; more than capable of igniting most readily flammable materials like cloth, paper, and wood.
  • Low Damage: 900 ° C. As hot as methane gas burns; can melt certain elements with a low melting point and animal fat.
  • Moderately Low: 1200 ° C. As hot as a candle or a particularly cool alchemistry burner; capable of melting certain elements with lower melting points.
  • Moderate Damage: 1500 ° C. As hot as most alchemistry burners; capable of melting certain materials, like iron and steel.
  • Moderately High Damage: 1700 ° C. Comparable to backdraft flames and very hot propane torches; capable of melting many other materials with a higher melting point.
  • High Damage: 1900 ° C. As hot as Dragonfire or methane fueled flames— incredibly dangerous and can melt many, many substances.

Burn-Based Scaling

  • Extremely Low Damage: First degree burns— some degree of damage to the epidermis.
  • Low Damage: Second degree burns— complete destruction of the epidermis and some degree of damage to the dermis.
  • Moderately Low Damage: Third degree burns— complete destruction of the dermis and some damage done to the hypodermis.
  • Moderate Damage: Fourth degree burns— complete destruction of the hypodermis and some damage done to the muscle.
  • Moderately High Damage: Fifth degree burns— complete destruction of the muscle and some damage done to the bone or underlying tissue.
  • High Damage: Sixth degree burns— complete destruction of the bone or underlying tissue.

Cold-Based Damage

Cold-based damage is the result of the user absorbing heat or energy within a region through a form of magic— this is most often seen with ice magic, however, mages have been known to imbue the ability of Glacies to absorb energy and spells that naturally absorb energy will induce cold-based damage in general. Usually, cold-based damage is measured in temperature, however, if an individual is exposed to a cold-based spell for long enough (more than a few seconds), they can generally begin to develop frostbite. Although frostbite is usually simply superficial when it is the result of environmental conditions and affects the hypodermis and the layers of skin, the magical potency of cold-based damage allows for its effects to penetrate deeper into the flesh, slowly freezing through various layers of tissue.

Temperature Scaling

  • Extremely Low Damage: -28° C, which is capable of freezing most oils.
  • Low Damage: -58 ° C, which is capable of freezing most liquid metals and certain hydrocarbons.
  • Moderately Low: -88 ° C, which is around the estimated record lowest temperature of the harshest regions of the Evignø Wastelands during winter and is capable of freezing most liquid metals.
  • Moderate Damage: -128 ° C, which is capable of freezing most alcohols.
  • Moderately High Damage: -168 ° C, which is capable of freezing most hydrocarbons.
  • High Damage: -208 ° C, which is capable of freezing certain elemental gasses.

Frostbite Scaling

  • Extremely Low Damage: Minor superficial frostbite or 'frostnip'— some degree of damage to the epidermis due to surface cells freezing.
  • Low Damage: Moderate 'frostnip'— considerable damage done to the epidermis and portions of the dermis due to cells freezing.
  • Moderately Low Damage: Superficial frostbite— Epidermis and dermis is fully frozen and hypodermis is beginning to freeze, causing damage to the affected area.
  • Moderate Damage: Frostbite— Hypodermis is almost completely frozen, causing permanent and irreparable damage if left unhealed; the skin may begin to slough off. It can be difficult to move affected areas, if it's even possible.
  • Moderately High Damage: Deep frostbite— Hypodermis is completely frozen and damage is being done to the muscles and blood vessels; affected portions of the body will begin to completely lose nerve control and can no longer be felt or moved.
  • High Damage: Severe frostbite— the muscle has entirely frozen and the flesh is essentially unsalvageable without immediate medical treatment. Due to the durability of bones and the lack of water within them, they are mostly unaffected, however, that portion of the body has been functionally rendered immobilized.

Decay-Based Damage

Decay is the literal manifestation of decomposition in and of itself— it is the passage of time, the slowly marching onset of the end of all things, and thus, magics that deteriorate flesh and material alike are generally referred to as decay-based damage. For this reason, it is a rare albeit potent magic that causes flesh to wither, iron to rust, and wood to rot. Despite that, it should be noted that Inane notably mimics the effects of Decay-based damage despite generally being classified as a burn-based damage.

Scaling

  • Extremely Low Damage: Some degree of damage to the epidermis.
  • Low Damage: Complete destruction of the epidermis and some degree of damage to the dermis.
  • Moderately Low Damage: Complete destruction of the dermis and some damage done to the hypodermis; damages tier 1 materials readily; may deal some damage to tier 2 materials in the case of more powerful mages.
  • Moderate Damage: Complete destruction of the hypodermis and some damage done to the muscle; damages tier 2 materials readily; may deal some damage to tier 3 materials in the case of more powerful mages.
  • Moderately High Damage: Complete destruction of the muscle and some damage done to the bone or underlying tissue; damages tier 3 materials readily; may deal some damage to tier 4 materials in the case of more powerful mages.
  • High Damage: Complete destruction of the bone or underlying tissue; damages tier 4 materials readily; may deal some damage to tier 5 materials in the case of more powerful mages.

Acid-Based Damage

Damage as a result of Natura Animi's latent power to produce magical toxins and acids, acid-based damage is the result of magical acids making contact with flesh.

Scaling

  • Extremely Low Damage: First degree burns— some degree of damage to the epidermis.
  • Low Damage: Second degree burns— complete destruction of the epidermis and some degree of damage to the dermis.
  • Moderately Low Damage: Third degree burns— complete destruction of the dermis and some damage done to the hypodermis; damages tier 1 materials readily; may deal some damage to tier 2 materials in the case of more powerful mages.
  • Moderate Damage: Fourth degree burns— complete destruction of the hypodermis and some damage done to the muscle; damages tier 2 materials readily; may deal some damage to tier 3 materials in the case of more powerful mages.
  • Moderately High Damage: Fifth degree burns— complete destruction of the muscle and some damage done to the bone or underlying tissue; damages tier 3 materials readily; may deal some damage to tier 4 materials in the case of more powerful mages.
  • High Damage: Sixth degree burns— complete destruction of the bone or underlying tissue; damages tier 4 materials readily; may deal some damage to tier 5 materials in the case of more powerful mages.

Psychic Damage

Psychic damage or psionic damage is distinctive from other forms of magic in the fact that it is not particularly standard— in most cases, it is a physical manifestation of telekinesis to produce a physical attack that is imbued with psychosoma in order to produce an effect, however, in truth, psychosoma can be imbued into any magic type. Psychic damage is not exactly true damage— rather, instead, it is the perception of greater harm than one has received. As such, psychic damage can be best described as the simple ability to manipulate the mind of those injured to perceive their wounds as a step above in damage, however, it will also produce ailment symptoms, especially any that naturally would affect perception and brain processes.

Soul Damage

Soul damage is difficult to quantify, as the soul itself can be difficult to quantify. Simply put, any type of magic or physical attack can be imbued with Summa Substantiale and will inflict soul damage as a result, although it is usually two steps below the damage it might have ordinarily been with the general exception of psychic damage, which cannot be imbued with soul magic. As such, soul damage is understood based on what it has been imbued into— any damage that might inflict severe or fatal damage to one's body will generally kill an individual due to the severity of soul damage. Soul damage will also induce an ailment relative to the severity of the soul damage.

The Magic Family Tree

All magic stems from three magic types, both of which, by technicality, stem from one alone. The first and oldest magic is Spatium Tempus— all other magics beyond that point stem from derivations of it and the specialisation of magic as a whole. Although the Gods always wielded their Divine Titles, according to some, no proof has ever been found that they ventured further into exploring magic beyond the creation of life and the usage of their innate powers granted to them through Divine right. Many magic types, therefore, are supposedly attributed to mortal-kind and the young Gods that came to populate Asla'nir within its early years, even if it is potentially inaccurate. Still, the way that mana has been harnessed and used by mortals for millions of years has changed over time and varied. 'Modern' magic may have been invented by ancient historical figures, but users today use a far more simplified form of magic than what the Gods possessed. As it turns out, manipulating entire celestial bodies simply is not on the table for mortals.

Magic is described by words of ancient Imperialis that the handful of living speakers alive scoff at since they are oftentimes used poorly and taken from the most ancient of tomes where speakers describe mana in different ways. These are not the true names of these magics by any sense of the word, but they are the words used by everyone to describe them, even if hardly anyone knows what they mean. Magic, as a whole, is split into twelve sub-categories, each of which falls into a category of its own. These sub-categories interact with closely related mana quite better than most with the exception of Natura Animi, Rogus Vitalus, and Summa Substantiale, all three of which are known to blend with every magic type, albeit the former two being more prone to do so than Summa Substantiale.

Reality Magic

The most ancient of magics, these spawn directly from the most ancient art of spellcasting: space-time manipulation. This form of magic is said to belong to the theoretical third type of God known as a Primaeval— these reside within the depths of the Maw of the Void, within the great boundary that separates the Higher Planes and Lower Depths known as the Aion. Although all magics, by technicality, stem from reality magic, almost none are capable of interacting with it particularly well beyond itself. Reality magic is incredibly temperamental and obviously sentient, moreso than other magics. It is remarkably punishing and prone to harming its users for daring to bend it in a way that it itself is not comfortable with.

To learn a singular spell within the most complex forms of reality magic can take thousands of years and to cast it proficiently may take millions. Most mortals dare not interact with reality magic except for its weakest forms for good reason— beyond its harsh tendencies, its weakest forms can be easily replaced with similar magic types that impose far less penalty and are far simpler and easier to learn. All in all, the two magic types that compose reality magic are high risk, high reward with the requirement of many, many years of patience and practice. Reality magic is the only category of magic that does not possess any hybridisation with other magic types.

Core Magic Types -

Derived Magic Types -

  • Turbidus Probabilitas (Chaos and Ordo)

Related Magic Types -

  • All

Interactive Magic Types -

Fundamental Magic

More appropriately titled as 'stellar magic,' these magic types are typically referred to as 'fundamental magic' for their properties. Although fundamental magic includes some of the most destructive forms of mana throughout the entirety of Asla'nir, most of these magic types are surprisingly simple to learn (albeit difficult to master) and are a strong backbone for any spellcaster's selection of spells. Their name primarily spawns from the fact that they are, essentially, representative of fundemental forces of the universe beyond reality magic— they are also amongst the most common and simplest to learn as well

Fundamental magic is said to predominantly originate from the might of the powerful Abrorik of the Lower Depths, but some magics that spawn from it possess some ties to essential magics, which are linked to the Nephi of the Higher Planes, such as Umbra et Lux. Magic in this category has somewhat obedient mana that rarely backfires to any extreme degree, however, when it does it backfires quite severely, causing sometimes irreparable damage— the likes of Stellar Rot and natural disasters serve as a permanent reminder that tampering with or coming too close to areas rampant with fundamental magic for long periods of time is quite lethal.

Core Magic Types -

Derived Magic Types -

Related Magic Types -

Interactive Magic Types -

Essential Magic

Usually referred to as 'essence magic' or rarely 'astral magic,' essential magic is known for its tendency to manipulate or alter essences or the strings of an individual. For this reason, all forms are denoted as 'manipulation magics' in that they are capable of manipulating others and oneself on a mental or spiritual level— all four forms of essence are able to be manipulated by some form of mana present and the alteration of these essences is what results in physical and magical changes to one's body, mental state, or soulstate. If one wishes to tamper with life, death, the mind, the body, or the soul, they will find it to fall into this category or be associated with and hybridised with this form of magic more often than not.

Essential magic is said to originate from the Nephi of the Higher Planes, but most of its magics are exceedingly common in all races of the Lower Depths, Abrorik included, further exemplifying the idea that all magic is, in and of itself, related rather than not spawned from a singular source. Beyond nature magic, which possesses its own hazards, essential magic tends to be incredibly fatal should it backfire— it is not doing it to play with its users like reality magic nor is it a result of the user over-channelling a spell, but instead it is more or less the fact that these magic types are incredibly powerful, remarkably convoluted, and have a tendency to kill those with the hubris to think that they could tamper with the natural order.

Core Magic Types -

Derived Magic Types -

Related Magic Types -

Interactive Magic Types -

Spatium Tempus

Brief Summary

Spatium Tempus, colloquially known as space-time magic or reality magic, is what makes up the entirety of the universe at a fundamental level. It is known for its unruly temperament, as it is, by far, the most difficult mana type to use, and comes in two variants, both of which are aptly named: Spatium (space) and Tempus (time). Beyond the likes of Primaevals, the third class of deities, no one race has ever had a distinct or profound skill within it, although some claim that powerful Jinn grow some skill in the magic and it possesses a use, phasing, that is noted as being innate to undead Spirit Healers and Daiesthai. Likewise, some Mawborn have been shown to dedicate their lives to the magic to learn how to produce and maintain pocket dimensions for their tribes. All magic is descended from Spatium Tempus and to learn a singular spell can take thousands of years— with mastery of that spell potentially taking millions. Its weakest forms are easily substituted with more palatable magics, but the magic type is sufficiently high-risk, high-reward. Those who are capable of wielding it should expect to either have very little access to Spatium Tempus or to have too much access to the point where one has to wield it in combination with another magic. Raw Spatium Tempus tends to be the riskiest to use out of all of the magic types, as you risk distorting yourself and outright disintegrating yourself by distorting your location in space-time. Use it at your own risk— and know that it is watching and judging your every move to determine if you are worthy of its power.

Mana and Behaviour

Although Vis Stellae is falsely described as the most sentient form of mana, Spatium Tempus is believed to potentially hold that title— Spatium Tempus is perhaps also the most sadistic of the magic types, oftentimes taking great humour in playing with its mages, as it tends to believe itself (quite correctly) to be above the likes of mortals' control. It is highly judgemental, fickle, penalising, and prone to punishing its users when it believes that they have behaved incorrectly or have not garnered its strength. Its magic dissociates its users, distorting them on an emotional, spiritual, mental, and/or physical level. Most casters claim that they lose themselves when they cast Spatium Tempus, with some who dabble in it outright refusing to cast another spell. It is, by far, the most difficult mana to produce, with most casters being able to generate very little of its mana and thus struggling to cast too many spells of its magic type within an encounter against foes or struggling to produce a spell of enough mana to properly produce an effect. Spatium Tempus has mana that is distinctly immensely difficult to produce— despite it being ambient and surrounding every being in Asla’nir, most users of Spatium Tempus are incapable of drawing it from their surroundings and forcefully generate the mana, limiting many from casting any sort of complex spells except for specific circumstances, as it requires a vast mana pool. It is incredibly reactive and it is regarded as the most 'alive' of the magics.

Uses

Spatium Tempus is utilised to affect the likes of space and time— it is not a toy for children and it is rarely capable of being utilised by even the most advanced of mages, oftentimes taking thousands of years of study. It can temporarily change the state of matter something is in, its molecular composition, and its location. Described as the alteration of space and the three dimensions of space, Spatium is capable of manipulating matter within space itself, as well as some of the fundamental laws for very brief moments— it even enables the manipulation of gravity, the size of an object, or one's perspective of their surroundings. Known specifically as the alteration of time, most forms of Tempus are only capable of altering the user, rather than any matter around them, given that it is difficult to harness Spatium and Tempus simultaneously. Tempus is capable of altering the timeline specifically of the affected object; for most casters, it is not capable of altering the timeline of multiple objects unless they are directly in contact with one another and it is certainly not capable of altering an area. Theoretically, it can affect the ageing of objects or people, but like all other forms of Spatium Tempus, one will find this to be incredibly risky, as it could very well simply stop working or inverse its effects at some point without the mage's awareness. Spatium Tempus, perhaps, is most known for the production of pocket dimensions, as well as the ability to phase into other planes, such as that of a pocket dimension or of the Inbetween. If one uses it, they must recognize that they are tampering with reality itself, albeit on a very minor scale. Both can be utilised in theory to manipulate space-time in a way that is innately destructive, but such uses are essentially beyond mortals.

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Offensive Properties

Spatium Tempus is not traditionally utilised offensively, as using Spatium Tempus in such a manner would take strength that would rival the Gods— or be on par with them. Legends say that Ma'akali's roar could distort time and inflict agony upon those caught within its radius, as it would cause them to endure the wear and tear of a lifetime within a millisecond. Likewise, Isold'ekir supposedly could distort space on such a level that he could disrupt the smallest units of the body, essentially inflicting damage at the most minuscule scale imaginable. Most casters, however, are limited to creating objects with which to injure others, cutting off body parts by separating them from the body through a portal, causing shifts in pressure through portals, using gravity manipulation to hurl objects at people, or using gravity manipulation to slam an individual into a surface. That being said, there are truly ancient entities who have reportedly been capable of flinging disruptions of space-time at foes in order to decay materials and flesh or deal physical damage to them by disrupting local space, thus producing pockets of pressure or solidified projectiles, or their molecular structure. This, however, is not something the average mortal is capable of performing and, as such, such magics have been only witnessed by a select few.

Damage

Spatium Tempus can produce both decay-based damage and physical damage theoretically. The former, decay-based damage, is the result of powerful Spatium Tempus users having historically demonstrated the ability to rot flesh, disintegrate metal, and damage structures and organisms on a molecular level. In the case of the latter, Spatium Tempus can be used to physically damage foes through these disruptions, displace pressure and gravity, and otherwise use the likes of portals to inflict harm. This, of course, is assuming that the user is capable of performing such feats— few, if any, mortals have ever been shown to demonstrate this power, let alone any who are not several thousand years in age, and thus it is more of a demonstration produced by the Divine.

Defensive Properties

Powerful users of Spatium Tempus are capable of utilising it in various methods to defend themselves, but one will find that, once more, this sort of skill is not found amongst the average mortal. Theoretically, one could delay projectiles mid-flight through the manipulation of Tempus, but such a precise action would require potentially millions of years of study— another difficult application could be dodging someone by manipulating their or the spellcaster's dimensions, thus redirecting a blow by increasing or decreasing their size. However, the most 'common' applications are transmogrification, in which someone could produce a barricade momentarily or by moving or parrying a projectile or physical attack through gravity manipulation. There is, of course, the potential ability of teleporting away from an attack or phasing into another dimension or plane whilst someone is striking you or assailing you with a spell, however, these are, once more, precise spells that must be cast as quickly as possible— assuming you do not end your own life by accidentally splicing yourself.

Supportive Properties

Spatium Tempus can be used to teleport oneself or allies to and from the fray or closer to a healer, however, Spatium Tempus is traditionally a magic type used for utility, rather than directly supportive purposes. Preservation, however, has been proven to be capable of returning an individual back to a very recent time before an injury, should someone be close to the location of the spell's original casting. It should not need to be mentioned that manipulating time on such a grand scale to heal an ally or oneself, however, is difficult to imagine the average mage being capable of performing.

Further Reading

Spatium Tempus

Turbidus Probabilitas

Brief Summary

Turbidus Probabilitas, or wild magic, is considered to be partially derived from Spatium Tempus, as it is the only other form of reality magic and it has generally been noted to be useful for handling certain levels of Spatium Tempus, as Aditus Turbidus Probabilitas can be produced by releasing control and diluting Spatium Tempus in powerful users of the magic. Turbidus Probabilitas is uncontrollable by the caster, be it passive or active, and tends to produce a randomized result— even foresight and divination, well-known forms of the magic, are not guaranteed to tell the actual truth or paint the full picture. Turbidus Probabilitas is a remarkably difficult magic, for although it does not require one to inherently pick up another in order to produce similar effects, Turbidus Probabilitas's more advanced forms require obtaining some degree of Spatium Tempus manas, as, despite its labelling, Aditus is functionally an extension of Spatium Tempus. Turbidus Probabilitas is an incredibly reactive magic that oftentimes seeks to follow its own agendas, but its undeniable potency in the right hands makes it a deadly weapon.

Mana and Behaviour

Producing mana of Turbidus Probabilitas is notoriously difficult— users describe it as being one of the most difficult magic to even generate the mana to cast for as if the magic itself randomly decides when to grant them the mana necessary to utilise the magic at all. Turbidus Probabilitas will seemingly choose when and how it will work— it is fickle and its most advanced forms are harsh, judgemental, and punishing like its parent magic. Users generally describe the experience of casting it as the sensations experienced seemingly being as randomized as the spells. One thing that should be noted is that attempting to control Turbidus Probabilitas is typically a horrible idea. Turbidus Probabilitas, especially Chaos, will aggressively make efforts to resist control— to cast Turbidus Probabilitas, one must surrender control to the magic and allow it to flow through them. To make efforts to control it risks it backfiring dramatically, potentially on purpose on the magic's end. Similar to its relative, Spatium Tempus, users of Turbidus Probabilitas are known for possessing a tendency towards dissociation, with long time users describing feeling dizzy and lightheaded regularly when casting, assuming they do not entirely dissociate.

Uses

Turbidus Probabilitas comes in three forms, each of which is known for having different usages. Chaos is the most common and it possesses versatility despite its chaotic nature. Although it cannot be controlled, it is capable of causing random events to occur in its proximity, most of which induce entropy and disrupt its area. Ordo is rigid, albeit more predictable— although users generally cannot control what will occur, they can anticipate the spell it shall cast and can utilise it accordingly without releasing full control. Aditus is more akin to Spatium Tempus and is capable of far more complex spells, but seemingly can only be controlled by those who dedicate thousands of years to the magic— it is not inherently chaotic or orderly, but instead focuses on what is theoretically possible, inducing endless possibilities if given the opportunity and mana pool to flourish. Its most common form is witnessing possibilities, as divination and foresight are well-known usages of the magic. Turbidus Probabilitas is fairly straightforward in what it does— it is an uncontrollable magic with its own motives and goals and it does whatever it desires, generally to the benefit of the user. It can theoretically mimic any magic and unlike Viva Caelatura, this magic is on par with the potency of a spell of that given magic type depending on the amount of mana spent, however, due to it being random, one cannot guarantee results.

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Offensive Properties

Due to Turbidus Probabilitas being capable of replicating other manas, it can theoretically utilise any offense property of any other magic type, although only Aditus can mimic Spatium Tempus. The potency of the spell is always dependent on the potency of the Turbidus Probabilitas spell and is always entirely equivalent to it. As aforementioned, however, Turbidus Probabilitas is entirely random and thus, many mages tend to ignore it in favour of controllable magics, although they rarely have the versatility and/or potency of Turbidus Probabilitas in turn. Due to Turbidus Probabilitas having a finite number of probabilities for most spellcasters, it can be somewhat predictable in its potential and thus spellcasters can prepare for its effects quite well with experience. Foresight and divination, of course, can be utilised during combat in order to witness future possibilities, however, it is unreliable and the visions are not guaranteed to be entirely on par with what will occur. Ordo is notoriously finnicky in casting offensive magic, as offensive magic is innately disorderly. Beyond that, Turbidus Probabilitas, due to being an entirely seperate magic mimicking other spells (unlike Viva Caelatura, which shifts its mana to match the magic type in question), is slightly less resisted than a magic would naturally be— if a Cambion were to take three-quarters of a fire spell, they may instead take almost nine-tenths of it instead, making it a somewhat niche magic.

Damage

The type of damage inflicted by Turbidus Probabilitas is dependent on the magic that it is manifesting itself as.

Defensive Properties

Defensively, it is quite similar to its offensive properties in that Turbidus Probabilitas can theoretically produce any random effect and therefore be amongst the most effective defensive magics or amongst the worst depending on the luck of a user. The potency of the spell is always dependent on the potency of the Turbidus Probabilitas spell and is always entirely equivalent to it, thus making it reliant upon the spellcaster's strength themselves. Although Turbidus Probabilitas may become predictable for those who have very few potential spells that it could cast, Turbidus Probabilitas does have one unique aspect to it that no other magic type does— foresight and divination are undeniably potent forces in defending oneself. Given that a user could theoretically make an attempt to foresee what their attacker may do or even when an attack may occur, Turbidus Probabilitas is, essentially, the ultimate defensive tool, as a skilled user could theoretically utilise it consistently to parry, riposte, and even dodge the attacks of foes, although it is unreliable frequently. Chaos is the least likely out of all of the variants to cast defensive spells, however, due to its desire to spur on entropy, it may do so if seemingly motivated.

Supportive Properties

As aforementioned, Turbidus Probabilitas is, once more, entirely randomised. As such, its supportive properties are ultimately limited by what possible spells can be drawn from an individual ability and thus, Turbidus Probabilitas is limited as a supportive tool in general. Despite that, its ability to theoretically pull from any magic type means that, if the user is powerful enough, they could theoretically utilise any form of supportive magic if their magic is willing to assist them. Chaos is, however, notoriously unwilling to cast supportive spells, as it entirely seeks to ensue entropy in its surroundings, thus making Ordo and even Aditus far more reliable, in that sense, as negentropy and enthalpy are far more likely to occur with those two variants of Turbidus Probabilitas.

Further Reading

Turbidus Probabilitas

Vis Stellae

Brief Summary

Described as pure energy, Vis Stellae could best be described as the forces of the Higher Planes and the Lower Depths themselves, and all of the energy that spirals within them. A surprisingly tricky magic to master, Vis Stellae tends to modify its surroundings to surprising degrees— Aether will cause an area to become radiated, inducing intriguing mutations in the local flora, fauna, and individuals who reside within, whereas Void will cause an area to become disintegrated, causing deterioration, leaving only the hardiest things to survive within its territories. Vis Stellae is described as incredibly sapient in comparison to many magic types and has a tendency to whisper to its users, albeit with differing voices— Aethera is reportedly haughty, prideful, and ambitious, with a tendency to regard those who do not use the magic as lesser, whereas Inane is notoriously paranoid and volatile. Stella mimics the actions of both to limited degrees. All are remarkably degrading to the listener, either way.

Mana and Behaviour

Sidus, Aethera, Inane, and Stella supposedly have personalities of their own, intriguingly, and many believe that these personalities have influenced various races who use the magic, although many would debate that perhaps their mentalities are what led to Vis Stellae having such personality; it depends on the scholar and their perspective on the magic and many argue that Vis Stellae has no true personality; they believe it to be the influence of various Abrorik's Divine Titles upon the magic, such as Ahun'eog and N'ghora and others still suggest Vis Stellae to simply amplify certain types of inner monolouge within those who would otherwise shun such thoughts. As such, some argue that the magic is influenced by all of its users and others argue that the magic is personalised and has a base personality, which is then modified by the user interacting with it. Others simply believe that Vis Stellae tends to induce psychosis in its users, rather than simply actually speaking to them and that the continued belief that it has personality and speaks to its users has led to a cyclical pattern of users reporting that it acts a certain way. Regardless of the school of thought, however, Vis Stellae reportedly tends to look down upon those who do not wield the magic, specifically Aethera, commenting on them with terminology such as ‘impudent,’ ‘weak,’ and ‘disregarding of true power.’ Vis Stellae also reportedly has a tendency to grow grumpy and agitated when infrequent enough in use, oftentimes resulting in arguments between its users and the magic itself. When not practised frequently, the magic tends to sputter and/or work with effects not fully intended by the user, such as affecting allies more so that the user intended to occur. Beyond that note, Vis Stellae is notorious for its tendency to lash out at users, as overusing the magic can induce symptoms of Stellar Rot over time, if not outright cause its development in high enough exposures. As a result, despite it possessing uniquely destructive power, most fear using the magic and some even fear its users. Spellcasting tends to 'burn' the users, spreading painful sensations throughout their limbs and any areas used to cast spells.

Uses

Vis Stellae is one of the most destructive magics within Asla'nir, but also known for its ability to create artificial sapience, mutate lifeforms, and create intricate structures via conjuration. It is, by far, the simplest form of magic used to produce Artificians, although many nations disregard the ability of these golems to think and feel. It should be noted, however, that Vis Stellae is not the only magic that can do so, however, its greater accessibility than other counterparts and its origins in stemming from Sidus, one of the most adept Divine magics at doing so, results in it being the most widely known. Additionally, it can be used to temporarily produce simple objects, armour, and weaponry, although Vis Stellae has been noted as a rather simplistic magic in nature, even if it can be difficult to master in its entirety. Sidus, Aethera, Inane, and Stella have all been shown to have innately disintegrative effects that can damage objects and burn exposed flesh— it is valuable offensively and sometimes defensively, but Vis Stellae's creative and destructive potential are ultimately limited by its very few potential uses, as it has almost no supportive aspects. Its acidic, radioactive nature makes it ultimately a feared magic by many, as it undeniably wrecks havoc across unadapted ecosystems and results in the death of many victims due to Stellar Rot. Each variant is slightly different in what it does, however, all fundamentally share a similar method of inflicting damage overall.

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Offensive Properties

Vis Stellae's four forms are all capable of disintegrating flesh, damaging enemies through seeping in between the cracks of their armour, and damaging their surroundings all to varying degrees. Amongst the mortal forms of Vis Stellae, Inane is by far the most destructive form— even the constructs produced by it explode upon breaking or at the will of the caster and it is capable of dealing significant damage to structures and objects, oftentimes wearing down enemies and items alike via its effects that can cause even armies to suffer attrition within its domain. Aethera, in contrast, has a tendency to be more radioactive in nature— it almost sickens and fatigues foes struck by it; temporarily or even permanently mutating creatures affected by it; and is far better at damaging enemies by seeping into the cracks of armour, but is notably diminished in potency, rarely directly damaging armour or items itself. Stella, its blended form found amongst certain species quite rarely, is oftentimes considered weaker than Inane, but still inflicts slightly more damage than Aethera due to its innate properties— it performs what the other two mortal forms of Vis Stellae do on a far more minimal scale, inflicting less damage to structures, but still managing to damage foes through armour and even affecting the body much like Aethera does, albeit far weaker than its parent forms. None of them, however, compare to Sidus— Sidus is almost on par with necrotic damage in its ability to affect its opponents with bouts of illness and exhaustion; features the acidic properties of Inane, enabling Sidus to inflict notable damage to structures; and can produce far more complex conjurations that can be set off to explode after a set period of time. Despite that, Sidus has been shown to have a diminished range of effect in comparison to the other forms versus the size of the individual, with Aethera possessing the most range, followed by Stella and Inane.

Damage

Aethera inflicts burn-based damage and, usually, an ailment equivalent to the damage produced. It is notably prone to entering the crevices of armour, but often does less damage when it does so. Inane inflicts burn-based damage, but does physical damage akin to acid-based damage or decay-based damage equivalent to the damage produced. Stella inflicts burn based damage and may inflict either an ailment of around one to two steps below an equivalent ailment or does physical damage akin to acid-based damage or decay-based damage equivalent to one to two steps below an equivalent. Sidus inflicts burn-based damage, may do physical damage akin to acid-based damage or decay-based damage equivalent to the damage produced, and often produces an equivalent ailment.

Defensive Properties

Vis Stellae has very minimalistic defensive properties— beyond the possibility of conjuring armour or a shield, Vis Stellae is almost entirely useless in defending the spellcaster in question, let alone their allies. Although Golems have been produced by rather careless mages to serve as temporary tanks for the onslaught of foes, Vis Stellae's destructive potential by far outweighs its defensive potential, making it a magic type best suited to those who are naturally capable of absorbing damage or those who are cautious enough and intelligent enough to recognize that they belong in the backlines of any battlefield.

Supportive Properties

Much like its absence of defensive properties, Vis Stellae has no supportive properties of considerable note beyond the potential of produce armaments for allies or even bodies to animate with Viva Caelatura to produce temporary summons. As such, Vis Stellae remains an almost purely offensive magic.

Further Reading

Vis Stellae

Viva Caelatura

Brief Summary

Although Spatium Tempus, Vis Stellae, and Sacrum Deum are widely believed to have been amongst the first mortal magics developed throughout the mortal planes due to their direct correspondence to the Gods, Viva Caelatura is believed to be amongst one of the first magics as well— many scholars argue that Viva Caelatura's ability to manipulate the mana of others, mimic them, and crudely imbue others with primordial forms of other manas suggests that it is, perhaps, the first true mortal magic, or, at the very least, the first to split off from Spatium Tempus, as it is believed to be raw mana. Viva Caelatura is split across four major branches— Statuaria, which has the ability to sculpt and manipulate other mana; Crudus, which is a raw manifestation of mana in its most basal forms and can be used to cast a certain types of spells; Scriptum, usually referred to as Futhark by most Asla'nirians due to that being the Jotun term for it and is capable of mimicking other mana through forming long, elaborate chains of Runes; and Glyphe, which is similar to Scriptum, however, it utilises unique, small 'glyphs' that vary from caster to caster and produce quickly cast albeit quite weak spells that mimic the magic types of others. Viva Caelatura is most widely known for its ability to produce enchantments, animate objects, produce non-sapient Golems, and its involvement in producing magitech as a whole, however, its ability to mimic lesser forms of other magic types enables it to be versatile and enable casters to utilise a wide array of spells, sacrificing power for versatility and avoiding the negative effects of other types of manas.

Mana and Behaviour

The sensation of wielding Viva Caelatura’s mana is said to change with the spell being cast, as it mimics the mana of other magic types. Due to Viva Caelatura only being capable of casting relatively common or minor spells, Viva Caelatura is not described as a particularly potent magic type in comparison to the likes of other magics; this mimicked sensation of other magic types’ mana is generally lessened in effect, in comparison to the actual mana itself. Regardless, Viva Caelatura, in its base form, is described as feeling akin to a sort of charging of power within the body whilst channelling— and given the fact that cast times are associated with the magic type, as it takes quite a while to write the Runes out, one can expect to feel the sensation of bubbling, building power coursing within them, until it finally releases outwards, surging forwards. Producing the mana is more straightforward than many other mana types— Viva Caelatura is a rather docile magic type in comparison to many of its related magic types, with the exception of Crudus, which is notably volatile and reacts negatively to attempts to manipulate it oftentimes outside of its most rudimentary uses. Generating Viva Caelatura is relatively simple— it has a relatively quick recharge time and generally, it is not too much to manage on the part of the user, although this is balanced out by it having longer cast times or needing preparation to have been done beforehand to cast complex spells. Viva Caelatura is unique in that one can store its mana within items quite readily, allowing someone to store a Glyph or a series of Runes within an item and then charge it with magical power to achieve the effect— in most cases, this can only be done once, but some enchantments on weapons can allow this to happen repeatedly, although these enchantments require a greater amount of mana syphoned into them and eventually have to be re-etched upon the enchanted item as they wear out over time.

Uses

Viva Caelatura's different mana types all have distinctive roles, although Futhark and Glyphe are quite similar in many ways. Statuaria, in particular, is utilised to manipulate mana itself— whilst certain mana types would lash out at an attempt to control them with Statuaria, such as Divina, Sidus, Spatium Tempus, Crudus, and Aditus, most other mana types can be manipulated to some degree by Statuaria. This can include imbuing the effects of other mana types into one's own spellwork, however, it can also be used to absorb ambient mana around oneself; detect the mana types of others; swap the mana of other individuals, oftentimes interrupting their spellwork by doing so; dampen, redirect, or empower other spells; or to suppress the mana of others. Futhark and Glyphe can both mimic lesser spells of other magic types and can imbue objects with mana temporarily or permanently, however, Futhark and Glyphe have different niches— Futhark is elaborate and complex, featuring a multitude of runes that need to be produced in a certain order in order to produce a spell type. It takes time and patience in order to produce a spell through Futhark and any mistake in producing runes for it or any interruption will immediately produce incorrect effects; it traditionally takes a few seconds to cast any Futhark spell and more elaborate spells require more runes and more time put into them. Glyphe oftentimes relies upon a user having a bit of the mana of the magic type they are casting, however, it is far faster to cast and interruption to producing Glyphic spells generally is of less concern; still, Glyphe is even weaker than Futhark in mimicking spells and thus can only be used for the most rudimentary of cantrips and light spellwork. Crudus is the most elaborate of the Viva Caelatura forms— Crudus can mimic other magic types, much like Futhark and Glyphe, however, it is not as readily controlled— it can swap from mana type to mana type at a whim, with many users taking advantage of Crudus to be capable of swapping their own mana mid-cast in order to change the effects of a given spell. It can produce elaborate barriers, produce simple arcane spells that can deal any type of damage (physical, burn-based, or temperature-based damage) and can knockback foes. Crudus is particularly important for writing magical documents that can be later read by a person in order to learn how to cast a type of spell and it can generally be used to animate objects, however, most Viva Caelatura casters cannot readily cast Crudus beyond the latter usage, as it is a volatile and complex magic.

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Viva Caelatura

Elementum Creo

Brief Summary

Mana and Behaviour

By all technicality, there are four forms of mana within Elementum Creo— Terran, Undae, Ignian, and Caelum— each corresponding to one of the ‘core four’ elements. Utilising ‘hybrid elements,’ such as Glacies, Mercurius, Vulca, Fulmen, Tempestas, and Sonus requires drawing upon these four mana types in varying degrees to produce varying effects, each of which is described as possessing very different sensations. Unda users describe casting the magic whilst in a calm state as ‘a wave washing over them’ or a ‘surging tsunami’ whilst at their most intense moments, whereas Ignis users describe feeling faintly as if they are being set on fire every time they use their magic. For someone who can handle such intense sensations, Elementum Creo is rather easy to wield, but for many, it can be very difficult for them to wield with any sort of intensity, as they may find themselves in wracking pain as a result of casting their magic. Elementum Creo possesses intriguing mana in that it tends to warp its users dramatically— whilst this may be more visible in their appearance, most of all, it has a prominent tendency to warp their personalities and attitudes as well— Ingis users are notoriously fiery and short-tempered, Unda users have a propensity for remaining calm during difficult situations, but fury beyond all other, and Mercurius users are known for their stoicism, above all else. This tendency for Elementum Creo to warp the personality of its users, as well as the attitude of its users, has resulted in the interesting effect of increasing instability with the more mana the user draws upon, as the two magics may simply refuse to cooperate, to the point where certain types of Elementum Creo may expel out other mana from the user’s body, oftentimes incredibly painfully.

Uses

As one of the most versatile manas within Asla'nir, Elementum Creo is split into three main methods of control, each of which enables some differences in usage: Manipulation, in which one manipulates pre-existing elements; Conjuration, in which one produces elements via mana; and Imbuement, in which one infuses themselves with Elementum Creo, usually in tandem with Natura Animi in order to produce unique effects. Elementum Creo can manipulate these elements into various projectiles, solidified structures, or even enable them to be congealed in order to produce combative summons, however, it also can be used in various other ways depending on the type of Elementum Creo. For example, Sonus can be used to produce distracting sounds or muffle noises; some, such as Tempestas, can be used to produce an obscuring mist or smoke to conceal oneself; and some have distinctive properties, such as Fulmen being quite capable of physically locking up the muscles of foes. Particularly potent and talented users, in particular, momentarily transform or meld into an element and utilise it as a way of darting across the battlefield or dodging an attack.

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Damage

The type of damage produced by Elementum Creo varies from element type to element type. In general, Unda, Terra, Caelus, Glacies, Mercurius, Vulca, Ignis, and Sonus have the potential to be classified as physical depending on the type of spell— this is generally due to a lot of these magic types being utilised to produce physical objects, shrapnel-like projectiles, or otherwise be manifested as slashes or the like— for example, Vulca and Ignis can be used to produce projectiles composed of glass or solidified ash but would otherwise be classified as heat-based whereas Terra and Caelus are almost always physical. Fulmen is always burn-based and is the only type of Elementum Creo to specifically be burn based. Glacies and sometimes Unda or Tempestas can be classified as dealing cold-based damage, although the latter two traditionally have Glacies imbued into them in order to do so, whereas Vulca and Ignis are almost always heat-based, however, heated vapour from Tempestas can theoretically do lower heat-based damage as well.

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Elementum Creo

Natura Animi

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Natura Animi


Rogus Vitalus

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Rogus Vitalus

Viscus Insero

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Uses

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Magical Interactions

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Interactive Magic Types -

Offensive Properties

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Damage

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Defensive Properties

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Supportive Properties

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Further Reading

Viscus Insero

Imperium Mentis

Brief Summary

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Mana and Behaviour

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Uses

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Magical Interactions

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Offensive Properties

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Damage

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Defensive Properties

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Supportive Properties

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Further Reading

Imperium Mentis

Summa Substantiale

Brief Summary

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Mana and Behaviour

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Uses

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Magical Interactions

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Offensive Properties

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Damage

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Defensive Properties

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Supportive Properties

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Sacrum Deum

Brief Summary

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Mana and Behaviour

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Uses

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Magical Interactions

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Offensive Properties

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Damage

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Defensive Properties

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Supportive Properties

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Further Reading

Sacrum Deum

Further Reading

Sacrum Deum

Umbra et Lux

Brief Summary

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Mana and Behaviour

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Uses

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Magical Interactions

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Offensive Properties

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Damage

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Defensive Properties

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Supportive Properties

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Further Reading

Umbra et Lux


Credit

Primarily contributed by @fallenarkhein.
Original concept by @fallenarkhein.

Burn

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