The Three Classes of Magic Physical / Metaphysical Law in The Chronicle | World Anvil

The Three Classes of Magic

"'Magic' is little more than twisting the rules of the world to your favor,"   -Illias

Manifestation

Magic, or "Crafts" as they are sometimes referred to, are special powers one is able to gain access to when they attune themselves to one aspect of Being. In practical terms, they are called Classes: The Class of Mind, Body, and Soul. Each Class is tied to the World of the same name. An individual is able to harness the powers of one or more of these Classes upon meeting certain conditions.   While these Classes are independent of one another, they are not exclusive. An individual could potentially have access to one, two, or all three Classes of Craft. Their applications can often be complementary, and even empower one another depending on how they are used.  

Mind

  The Class of Mind consists of a very narrow type of magic, harnessed from the thoughts, memories, imagination, and personality of the user. Through the creation of a mental "Contract", the user manifests an ability. While almost anyone is capable of forming a Contract, complexity and potency of that Contract can vary from person to person, and can even be enhanced over time as the User acquires more related knowledge. These Contracts take up a considerable amount of mental energy, meaning that lacking focus or clarity of mind can inhibit their effectiveness. There are four basic types of Contracts, but a User is not limited to having just one type.     Manifestation: By sectioning off a small portion of their mental energy, the User is able to summon a physical Counterpart to aid them. This summon can take any shape the User can imagine, and has a personality and takes action independent of them, hey will however always act in the best interest of them. Despite this, the summon shares a psychic link with their user. They will automatically know everything their User does, and anything the other may learn is immediately transferred to one another. If the summon is killed, the User can still remanifest them, at the cost of expending more Mental energy.     Imprinting: The User of Imprinting can form a Mental attachment to a physical object, permanently linking them together, while bestowing special powers to the object itself. The object can be anything that the User is able to take with them, such as a book, sword, or even a vehicle. Once bound, the User and object are inseparable. Anyone else attempting to use the object without permission will find it impossibly heavy. Should the User and Object ever become separated, they can simply summon the object back into their hands, the same being true if it is damaged or destroyed.     Enhancement: Enhancement gives the User's body additional special properties, such as enhanced mobility, elemental resistance, etc. The User generally is not able to control this power, and remains a permanent fixture for the rest of their life. Despite the lack of control, there are still ways for Users to interact with their enhancements, either giving themselves a temporary boost in the potency of the Enhancement, or through activation of additional 'side effects' brought on by the nature of the Enhancement itself.     Activation: Though the most narrow of all four forms of Contract, Activation can be one of the most powerful, especially when the User makes intelligent use of them. The premise of the ability is simple, and is divided into two aspects: Trigger and Effect. A Trigger is an action, gesture, or circumstance that is able to be replicated by the User, and is the requirement for activating the Effect. Examples of a Trigger are clapping one's hands, making physical contact with the target of the ability, or even just being within a certain distance of the target. When the conditions of the Trigger is met, and the User wills it, the Effect will manifest. While the Effect is typically narrow, it can have a broad range of uses, depending on how the User employs it. The Trigger also has a multiplicative relationship with the Effect, meaning that multiple instances of the Trigger will each empower the Effect, making it more potent.  

Body

  Bodycraft encompasses all physical magic. That is, magic tied directly to, and limited by the laws of physics. These are powers that can be trained and taught, and are considered the peak of mortal strength. There are two main forms of Bodycraft, each having great practicality and flexibility in how they are used, meaning it is worth it for anyone to take the time to learn them. Both also complement one another, and can be combined in a number of ways to achieve different desired results.     Dark Matter: Refers to a technique that allows any solid object to achieve its highest possible density. It is achieved through high intensity vibration, which then leads to evaporation of excess mass. The end result is that the object or individual is surrounded by a thick black smoke, while the remaining mass takes on an equally pitch black color. Dark Matter is highly effective in both defense as well as attack. The high density it grants means contemporary attacks are near inconsequential. In terms of offense, the collision of Dark Matter with any other physical mass causes immense shockwaves due to the transfer of energy, enough to create fissures in the ground.     Flatune: An object which has achieved the smallest possible thinness is referred to as Flatune. Through a combination of high pressure compression and stretching, it is possible for objects or body parts to reach a thickness of exactly one atom. Due to the immense energy required, this power causes the object in question to grow a pure white. Because it is the physically thinnest object physics allows for, Flatuned weapons are able to cut through most any physical object, regardless of material. the stretching also allows for the User's reach to increase considerably, allowing them to strike even from great distances away.     Metarhythm: Rather than a specific type of Craft, Metarhythm is a universal law which all living beings follow. It is the tempo of life which all hearts beat, and by which time ticks forward. Most mortals will go their entire lives without being aware of it, but certain individuals are able to channel it into Music that is able to affect those around them. Especially powerful Musicians are able to Craft Music that can greatly empower their allies, or inhibit their enemies, potentially without the target even realizing the full effects. The effects are exponentially more potent if the target is able to Sync to the tempo of the music in question.  

Soul

  Arguably the most impactful Class of Craft, and just as rare, Soulcrafts can only be bestowed through one of two means: Blessings or Curses. Both Blessings and Curses have profound effects on the Fate of an individual, altering their natural state of Being.   These Crafts function on a spectrum referred to as Alignment. The two halves of this spectrum are Corruption and Purity. Blessings are powers that are manifested through Pure intent, while Curses are born through Corrupt intent. Existing between these polar opposites is a phenomena known as Phase. It represents the magnetic tension that exists between Purity and Corruption. The applications of this type of energy are near limitless, as well as offering a handful of utilitarian abilities, such as teleportation and walking through walls. However, its true power lies in the way it interacts with Blessings and Curses. If certain conditions are met, it is possible to Phase them, evolving Curses into Blessings, or devolving Blessings into Curses.  

Blessings

    Blessings of the Gods: When a Mortal crosses paths with a God, either directly or indirectly, it is possible for them to have a Blessing bestowed on them, should they earn said God's favor. The kind of Blessing varies from God to God, while the benefits can range from negligible to overwhelming, at the God's whim. It should be noted that Angels are blessed at birth, bestowing them the elemental powers of their "parent" God.     Hartz: When a person comes to the realization of the abundance of something great in their life, they may gain the power to tap into that abundance through the power of Hartz. Hartz allows its User to absorb certain aspects of their surrounding, and add it to themselves. A rudimentary explanation would be to have the power to siphon the physical strength of those around you, making yourself physically stronger in the process.    

Curses

      Skye: Within the world exists countless things that are never meant to be seen. The countless wading subdimensions, the infinite void between, or the horrific visage of an Anomaly. When someone is faced with things no Mortal should peer into, it is incredibly likely they will be left with a curse known as Skye. These curses affect how the User perceives the world - literally. Their Being will be able to ignore certain laws of physics, or be subject to entirely different laws entirely, for all benefit and detriment that provides. This is something the User has little to no control over, and more often than not will remain with them even after they die.     Infinite Blade: A sword which has not tip nor handle. The Infinite Blade is a weapon with no beginning nor end, and cuts its User just as much as it does those unlucky enough to be brought to its edge. It is a voluntary Curse which bestows the User a nigh unbeatable weapon at an incredibly steep price. As such, it is typically employed in times of absolute desperation. Anything cut by the Infinite Blade will continue being cut, constantly torn away even after the blade has separated from their body. Even death is not an escape. Long after their body has been disintegrated, their conscious will be nothing more than the sensation of being cut over and over, until the end of time. The User is not exempt from this - Each time they use the Blade will intensify the pain cutting into them. It is likely the User will go insane from the pain after only a handful of swings. Just like with those they kill, the User will carry this pain with them even after they die.   Fusion: Another form of voluntary Curse, requiring the sacrifice of two Beings. A ritual is performed, offering up the Mind, Body, and Soul of two individuals, for the sake of creating a Being far stronger than either person on their own. This new creation is unageing, and boasts Crafts powerful enough to sunder entire civilizations. However, the creation is wholly independent from the two individuals sacrificed to make it; For all intents and purposes, it is a wholly new person. Its end form and abilities are effectively unpredictable, and it carries no memories of its past lives, merely faint echoes of their lasts thoughts before being sacrificed. As such, they can be incredibly unpredictable and difficult to control, and is once again only used in moments of absolute desperation.
Type
Metaphysical, Arcane

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