Macromancy Spell in Arc Sagas | World Anvil

Macromancy

Macromancy is the practice of metallurgical and Alchemical magic- through transmutation, Macromancers make powerful arms and armor inside and out of combat. Macromancy not only enhances one's equipment but it allows one to alter the physical world in ways that other Casters can only dream of. The House of Macro is represented by one star ringed by a globe, with 2 swords forming a cross and dividing the shape into even quadrants. The Macromancer favors Red & White colored garments. Their spells are physical in nature, affecting the material realm of objects and tools. These spells can create raw materials or fabricate items, allowing a Caster to use temporary equipment to augment their abilities. Their spells also affect the physical body, allowing the Caster to shape-change and transform themselves entirely via Polymorph. Able to alter their physical form in a variety of ways, Macromancers perform amazing feats of morphing. This school is favored by Alchemists, inventors and engineers that benefit from the raw creation ability of Macromancy. Unlike other traditions, which have eschewed the use of spell components, Macromancers thrive on the unique potentials that rare and unusual ingredients can unlock.

Effect

Swords & Athame:
The Caster may keep a small weapon as part of their tradition. While many favor a small blade, as long as the weapon is small enough in proportion to the Caster, it qualifies. This item, designated as an Athame, can be called to the Caster. As long as the Caster is in line of sight and the item is unoccupied, the Athame can be controlled at distance. As Macromancers train their understanding of Macromancy, they learn new spells to imbue greater and varied kinds of weapons.
Armor & Aegis:
The Caster may also keep a small armor piece or buckler as part of their tradition. This magical armor can protect the Caster throuch Macromancy. The Athame and Aegis are considered important tools for an Initiate Macromancer. They represent the craft that defined the tradition. A Macromancer can enhance the shape and property of the chosen Aegis, increasing things like its density and durability.
Creation:
Small tools and items can be created through the creative use of this House of Magic. These tools have a limited duration and aren't as effective as mundane tools can be, but they do provide the Caster with what is needed. A rope ladder, for example, could be made to climb a balcony. Clever applications of Create magic is the key to success with Macromancy. Items made through Creation can't be used as material components for other spells if they are consumed in the process.
Alteration:
The secret of Macromancy is the ability to transmute raw materials into new forms. Macromancers are able to change base materials through the use of complicated Spellcraft. Due to the somatic components of an Alteration spell, a Macromancer is usually required to touch the object.
Alteration (Polymorph):
As a part of Macromancy's ability to transmute forms, the Caster becomes proficient in changing their form. Shape- shifting, or more commonly known as a Polymorph spell, allows one to change their form from one beast or object to the next. They become adept at altering their anatomies, mutating into and out of new and exotic forms. Those who specialize in these spells are known by the condition, Polymorph. It is a feared condition by many who know of the Macromancer's reputations.

Magnetism:
Macromancers are able to channel flows of magnetic energy or alter them completely. This effect is able to produce effects such as Levitation. Alternatively, they can affect the fields of magnetic flux surrounding a person or object and control the positive and negative flows.

Sonic:
By amplifying sound, a Macromancer is able to use spells with powerful Sonic effects. Alternatively, they can diminish the ambient sound in an area. Sonic spells are forceful and can cause damage to one's hearing.
Weight (Lighten/ Burden)
Macromancers have an extraordinary ability to add weight and mass to something. Increasing and decreasing a person or item's weight has unique advantages. They can also manifest heavy weights by application of the alteration techniques of Macromancy.

Side/Secondary Effects

Arms & Armor& Equipment:
More complicated material spells require more expensive base materials. These are also consumed in the process and casting of a spell. Macromancers have developed methods outside of this, such as through Runes, to augment their tool's abilities.
Creation (Magical Devices and Traps):
Macromancy can create more complex items like snares, hook, and crushing traps. The more complex the item, the more difficult it is to conjure. These work like normal for a trap of the same design.
Creation (Constructs):
A talented Macromancer can awaken their creations in the form of small or larger constructs or item familiars. Animated objects and constructs all follow the Macromancer's commands.
Mutations (Polymorph)
Mutations are essential forms of Macromancy that allows the Caster to enhance their body to extreme proportions. For example, a Macromancer can increase or decrease their height, gain adaptations such as gills or wings, and develop harmful substances like poison. By using mutations, the Macromancer accelerates changes in their own biologies until they assume aspects of their chosen forms.
Alteration (Armor Skin)
As a part of the transformative abilities of Macromancy, a layer of protection can be cast over the body, creating a shell or shelter. These spells are able to absorb a property from a material component and confer it's property to the shell.
Magnetism (Magnet)
Another technique used by Macromancers is to increase the magnetism a field of flux generates. By manipulating this field, the Macromancer can cause the subject to become magnetically charged, turning it into a magnet.
Divination
Macromancers are attuned to the material world; they are able to sense locations of dense material. This is useful for finding nodes of ore, caches of treasure, or understanding the layout of a building. Stone and metal can be identified through use of divinatory techniques, similar to Alchemy, while paper or a tablet displays maps or information.
Limitations (of Creation)
The base material components required for spells can't be Created as the matter of Macromancy spells.

Manifestation


Macro spells use complex, formulaic gestures to transmute the materials. Their spells are often loud and flashy, creating something from seeming nothing. There may accompany the sound of clanging, clashing steel when Macromancy spells activate. Spells that affect the body make unsettling sounds as the body undergoes Polymorph.

Source


Source (Caster)/ Source (Object)

Discovery


Macromancy was once considered a part of the House of Geomancy due to its affinities for altering and shaping metal before the distinction was drawn regarding its ability to alter not only metal but any substance.

Material Components
Materials: Base components, such as metal ore.
Item Familiar: Athame or Small Construct.
Divination Tools: Athame, Cards, Dice, etc.
Alchemical Items: Augment, transmute alchemical items.
Gestures & Ritual
Somatic: Complex. Several gestures.
Verbal: Complex. Elaborate, formulaic components.
Applied Restriction
Macromancy can't be used to make counterfeit Casho or other forms of currency. The practice is outlawed in all countries. There's also a certain danger when Polymorphing for extended periods; one can lose themselves in the form or object.

Comments

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Dec 5, 2023 19:47 by Marc Zipper

Macromancers are very cool I love the amount of detail you go into of how they use their magic

Let's have fun creating the impossible, building new worlds, and all types of possibilities. Valcin
Dec 5, 2023 19:58 by Myth Cross

^^ Ty! May I invite you to check out other forms of the Houses of Magic? I've just completed "Auramancy", "Domimancy", and "Geomancy"! Of the 8 Houses of Magic, I'm halfway through creating the Articles! Happy WorldEmber and pleasant season's tidings! : D

MYTH X

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