Magic in Ataraxia Physical / Metaphysical Law in Ataraxia | World Anvil
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Magic in Ataraxia

Mana has only existed on Ataraxia for a hundred years. Because of that, new usages of mana are being discovered regularly. As of the current time, knowledge over the 4 elements is the most widely-recognized application of mana. The magic system of elements, as one might expect, are:   Fire Water Earth Wind   For the most part, a regular person may only be able to use one attribute of magic. In rare cases, a person may have proficiency of more than one element, up to three. In such events, these natural talents are known as having a [Double] or [Triple] proficiency. There are no [Quad] proficients. This limitation is because if they have a primary element, such as Fire, they become unable to use the opposing element, Water. At best, a master of [Fire] magic with a large supply of mana might be able to hold a [Water Ball] spell for a split second before the structure of the spell collapses.   The elemental attributes are the most well-known, because they are the only magics that come naturally to a user without proficient study. The protagonist, Adric Altelier successfully discovered his natural attribute was not one of the classical elemental attributes, but Space magic instead. This revelation brought to light the existence of other attributes and schools of magic.   School of Balance:   Light Darkness Life Death   School of Mysticism:   Aether Void Time Space   School of Will:   Order Chaos Nature Soul   It appears that the existence of users with attributes outside of the Elemental School are rare. In truth, this is because one may have a primary element such as [Light], but the more natural [Fire] attribute may become first learned due to its ease. Attributes within each school are related to one another, and related to attributes in other schools. For example, let's say someone is proficient in the [Fire] attribute.   if this [Fire] user wished to learn an attribute of another school, they would have the most ease learning [Light], [Aether], and [Order]-attributed spells, in order of difficulty. Similarly, they are restricted from learning opposing attributes, such as [Darkness], [Void], and [Chaos].

Manifestation

The magic of this world is raw and primal. Such energy is easy to utilize, but difficult to fully control. It must first be tamed in the body, and painted by an attribute in order to manifest into a spell. When using a spell, the visualization on the mana's movement and how it gains its effects is the most important aspect. Let's say a [Fire] user wishes to bring forth a basic-level spell of the [Fire] attribute, [Flame].   First the body would draw in an amount of mana from the surroundings, and allow it to stir within the user. The user's natural attribute then takes hold in the mana. In order to properly visualize what characteristics this spell, [Flame] would have, the user may invoke a chant that creates an image of the expected results. The chant for [Flame] changes on location and language, and is more dependent on what the user has been taught versus a supposedly "correct" chant.   In this case, the user chants "O fire, leap from my hand and scorch my foes. [Flame]" The mana then bends to the imagination of the user, shooting out of their hands in the form of a gout of fire. In a chant, it is taught that the important aspects are that it invokes the element, provides a method for its manifestation, and provides the spell's intent. In this case, the words "fire," "hand," and "scorch," are the critical aspects to create a [flame] with an intent to harm.   As one advances in the mastery of an attribute, they'll find that chanting is more of a crutch than a requirement. As a basic-level, or beginner spell, [Flame] can be quickly used without a chant after sufficient practice. Creative minds may not feel the need for a chant at all, or that it hinders the spell's function.
Type
Metaphysical, Arcane

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