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Published: 2021-07-28 10:15:45 +0000 UTC; Views: 13522; Favourites: 54; Downloads: 15
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Description
This is an original power system which was inspired by many sources and which I decided to name as Anabel for further usage in later works.
There are four fundamental sources of energy:
-Life which permeates all creatures.
-Void which comes from the absense of self.
-Divine which emanates from the spiritual world.
-Nature which emanates from the physical plane.
Those sources are the most difficult to harness and only a select few every generation manage to do so and become Archmages.
Not everyone is born with the ability to use magic but every creature alive has more or less the same internal make up of four derivative energies:
-Light that shapes reason.
-Darkness that shapes emotion.
-Spiritual energy that gives form to thought.
-Physical energy that materializes given thoughts.
Mages are the those capable of kneading those internal forces to produce Mana, which is the emanation of ones internal self into the exterior world.
Through the use of Mana, mages can reshape reality in four basic ways:
-Telekinesis, through light and spirit, the power to physically manifest though in a specific shape.
-Illusion, through spirit and darkness, the power to embed your will into others and make them perceive the world as you want.
-Creation, through light and physical, the power to weave substances into existence from your thoughts.
-Decomposition, through physical and darkness, the power to disassemble spells and dead mattter into internal energy.
Through telekinesis a mage can imbue himself of superhuman strength and speed by directing the flow of Mana into his or her muscles, the mage can also cloak himself or herself with a barrier of Mana which can withstand physical and elemental damage before their bodies actually suffer injury.
Through illusion a mage can cripple the minds of his or her enemies to the point of driving them insane or even dead.
Through creation elements are formed from the mage’s Mana to perform extraordinary feats or mundane tasks.
Through decomposition the mage can undo opposing spells, purify foul essences and even gain power from surrounding elements.
The combination of the four derivative forces results in altercation which can manifest in two ways:
-Rejection, which is a combination of decomposing impurities and ailments and telekinetically rebuilding and enhacing to heal beings and restore objects.
-Enforcement, which is a combination of mentally imposing your will through illusion and creating substance to make it reality.
There are also four forms of magic which uses three of the derivative forces:
-Transformation, which telekinetically reshapes form without changing substance but mimics the perception of substance through illusion.
-Transmutation, which creates a substance and shapes it into a form that can be used for combat or peaceful application.
-Neutralization, which decomposes a substance and creates it's opposite simultaneously to cancel an effect.
-Encryption, which builds illusory mental defenses which decompose attempts to alter or control one's mind.
While most mages can usually transmute an element or two, some are unable to access the power of creation and end up being telekinetic specialist who focus of physical combat, barrier generation and tossing foes with raw Mana projection.
Even more rare are mages who cannot shape with telekinesis but can create elements, those cannot apply elemental constructs on the fly and thus are relegated to distilling alchemical compounds to be used as balms, potions or grenades.
Since illusion requires projecting ones thoughts onto another to emulate a physical effect in their minds and decomposition requires manipulating shape and substance of spells to break them apart there are just no mages that can perform such feats without first learning telekinesis and creation.
An important distinction to be made is between a transformation and an enforcement altercation. A transformation is a temporarity state of being which is illusory like a man taking the shape of a woman and being perceived as such while still existing as a man inside the boundaries where his inner self connects with the external world. An enforcement altercation is a complete alteration of reality which converts the matter and energy of the target into new form and substance erasing the previous ones in the process, it can turn a man into a woman but it's far more risky and deadly as replacing one's entire physical existence can fail with results such as missing organs and body parts or outright exploding into gore as your physical self falls apart.
Rejection altercation is the only means by which an enforcement altercation can somewhat be undone, you can try and remake the state previous to the altercation by decomposing the new state and telekinetically rebuilding the old one but it carries an even greater risk of gruesomely destroying your physical self.
A rule of thumb is that existence altering altercations are all deadly with each successive one on the same target carrying greater risk. They should not be performed by anyone without extensive knowledge, experience, enormous mana reserves and incredible mental focus.
Luckily for everyone performing the slightest altercation on someone else requires either consent or completely overpowering their will and energies, this means that only self altercation and altercation of a willing party can normally occur. Forced altercations first require one to completely deplete the target's personal energies usually through combat and then mentally overpowering their will, the last part is incredibly difficult as even normal people unable to use magic have a resolve that prevents weaker mages from turning them into frogs for example. Not only that but the furthest you try to change one from their original self, like turning someone into an object rather than into an animal or into a different looking human the harder it is to force it.
With that said, mages with talent and advanced studies in rejection altercation can be healers capable of curing increasingly devastating wound with some archmages reconstructing even disintegrated bodies and reviving the dead.
The mostly used application of enforcement altercation by talented and advanced combat mages is to actually imprint their will into transmuted elements by placing layers of encoding that difficult neutralization and decomposition. The further you encode a technique the more mana you need to perform it with the same level of destruction so while a bigger uncoded fireball can burn a larger area unchallenged it would be decomposed or neutralized by an experienced mage without causing it's intended effect, in turn a smaller but coded fireball would cause less destruction but actually hit it's target and do the intended damage. In a confrontation between an enconded fireball and an uncoded fireball the former tends to punch through the latter so bigger isn't always better.
The power of creation is the most studied and evolved form of magic, from the dawn of humanity mages have been able to create at least one of six basic elements associated with the land or the sky:
-Fire that burns.
-Earth that endures.
-Water that flows.
-Wind that blows.
-Thunder that crashes.
-Aether that fills.
The most uncommon element at least on a planet is aether which is most abundant in space, it has a variable density related to how much Mana one pours into it and can result in truly immense constructs when properly shaped by telekinesis.
Most mages can usually learn just one element or two from either the land (fire, earth, water) or sky (wind, thunder, aether) but there are gifted ones who can master multiple elements even from both kinds. Still rarer are those mage born capable of mixing elements together to form exotic ones which are dubbed dual, triple or complete elements.
There are fifteen dual elements:
-Sand from earth and wind.
-Steam from fire and water.
-Storm from thunder and water.
-Heat from fire and wind.
-Magnet from thunder and wind.
-Stream from aether and water.
-Ice from water and wind.
-Burst from aether and wind.
-Flash from aether and thunder.
-Magma from earth and fire.
-Wood from earth and water.
-Metal from earth and thunder.
-Meteor from aether and earth.
-Star from aether and thunder.
-Primal from fire and thunder.
There are two triple elements:
-Heaven from all the sky natures combined.
-Hell from all the land natures combined.
Finally there is a complete element:
-Chaos from all elements combined and which messes the very fabric of creation.
For the six basic elements you can consider the following relations:
-Water has advantage over fire.
-Fire has advantage over wind.
-Wind has advantage over aether.
-Aether has advantage over thunder.
-Thunder has advantage over earth.
-Earth has advantage over water.
I could go on an explain each nature in detail but this is a work in progress from which this power system lays at it’s core.