Spatial Magic
Spatial Magic is the main, and most oftenly encountered type of Spacetime Magic. It allows to manipulate the space around the magician, possesing decent defensive ability and great number of utility uses, but next to no offensive spells. Most of the mages of Imperium learn at least one-two spells from that category, since they can really be quite useful.
Examples include spells that distort space around the caster, changing trajectory of projectiles, and short distance teleportation. Spatial Magic allows also (as long as you have a crystal to anchor the space) to create boxes that can contain much more things than they normally should. It can also be used to crawl through too small holes by making space inside it bigger (though it can backfire terribly if one loses concentration in the middle of it).
Subschools of Spatial Magic
Arcane Magic [SP][P]
Arcane Magic is, in a way, even more widespread than baseline Spatial Magic. It is, however, qualified as a part of Spatial Magic due to it mostly working on a 'basic' laws of the world. In case of Spatial Magic it manipulates space of Light, while in this case it allows to bend and manipulate Dark in its purest form.
Arcane Magic is bread and butter of a magician work. It can be used to summon creatures, create variety of magical shields, move objects via magical telekinesis and generally do stuff that isn't aligned with any type of magic in particular.
Sound Magic [SP]
Sound Magic is considered an extension of Spatial Magic. Much less widespread than Spatial Magic or Arcane Magic. On lower level it manipulates sound (faking it or hiding), on higher it includes some more... weaponizde spells, that can cause sounds so loud to make enemy cover their ears, or even receive physical damage.
It is still a rather underdeveloped school, with next to no 'pure' Sound Magic users, since it is good only as a support to other skills.
Warp Magic [SP]
Warp Magic works by allowing mortals to travel via the Dark, essentially changing one's location without a measurable time lapse. It is essentially a teleportation, a basis of all sorts of teleportation devices.
It is a magic that can't be used without a significant investments of money and resources, making it essentially limited to construction of things. The only difference seem to be especially powerful magicians that can replace the investment with sheer amount of mana and their ability to manipulate it.
Absolute Magic [SP]
Absolute Magic works by changing the most elemental laws of the world or adding your own. This is a most powerful defensive magic, while also a basis of all magic prisons for powerful creatures. There are only archspells in this magic.
Great example of a sealing magic is trapping someone in a cage with Absolute Magic spell denying all movement. Such prisoner will be unable to move at all for as long as the spell works (even for eternity, in case of daemons). However, such spells have to be anchored into something (and thus can be destroyed) which is its first weakness. Second is the fact that each seal has limited power and is incapable of bounding creatures stronger than them.
It is believed to be a gift of gods, granted to mortals as an important element of the Great Game, since it allows them to imprison certain beings they normally would have no mean of fighting against,.
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