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Thieves And Princes Can Deprive A Target Of An Aspect - Blog Posts

3 years ago

Root Spells

Base spells with one core objective that may be modified or specified for certain functions. Some classes have a focus on certain root spells, while some root spells are class-locked. This is not to say that a class can only use magic derived from one root spell, but that their magic is tailored better for certain functions. They are able to use other root spells but often to lesser effectivity if it is not compatible with their class. Some classes, however, are fully unable to access certain root spells due to the innate nature of their magic. This does not mean, however, that they will be unable to fulfill certain goals, as magic should always be seen as a tool to achieve a means.

ROOT SPELLS (VOLUME ONE)

ENCHANTMENT

The act of imbuing a target with one’s own magic. This target can either be an object, a person, or a make-spell (objects or creatures that can created from magic). Proficient enchanters are also able to do self-enchants, which is the act of enchanting oneself to achieve specific functions. Enchantments allow power sharing, grant power ups, or create enchanted items for other people to use. This is most useful when aiding non-combat classes.

MANIFESTATION

The ability to take existing abstract concepts, ideas or emotions and make them a reality, either by the caster’s magic manipulating circumstance to achieve the nearest possible match to the concept being manifested, or by amplifying certain traits of an object, person or aspect. This differs from Creation due to the fact that it solely relies on concepts, ideas and emotions being present - either from the caster or the people around them - alongside the caster’s magic as those are the things that will be exploited, while Creation only needs to rely on the caster.

KINETICS

Ability to consume the magical output of another caster / another object and transform it energy into one’s own magic. This is set apart from Heist and Distribution due to the fact that it does not forcibly take magic from a target but rather catches magic from a target, and the energy is not redistributable as it is subsumed into the caster’s magic. destruction classes can destroy consumed magic as they take it, while other classes can take the magic and blast it back towards the opponent.

CREATION

The ability to create objects or entities out of one’s own magic or an object that is governed by one’s aspect. This is categorized as a separate root spell from Protection due to Protection’s nature to take already-existing objects or circumstances and use it to manifest a caster’s spell, while Creation’s mode is solely the caster’s magic given physical form.

MANIPULATION / TRANSFIGURATION

The ability to shape, manipulate and customize a certain aspect and all that is governed by it to one’s wishes. Depending on the class, this is not locked to only physical things or concepts, but applies to the aspect as a whole entirely.

INHERITOR

The ability to become certain aspects or certain things that are governed by certain aspects. This is an Heir specialty.

GENERATION

The ambient, innate ability to be made out of or to generate certain aspects. This is a Maid and Heir specialty.

DESTRUCTION

The ability to destroy the very make-up of magic, or the ability to destroy a certain target. While most classes’ offensive spells are destruction-aligned, in terms of raw firepower, this is a Destruction class specialty.

PROTECTION

The ability to give one’s magic physical form to protect oneself or a certain target. The magic may or may not have specific modes of manifestation in order to achieve this form of protection. This is a Knight class specialty.

SCRY

The ability to forcibly see into the timestream of the universe, or see into other universes within the same infinity set. Scrying is often an ambient ability, but can be honed with practice and time. This is a Seer class specialty.

HEIST

The ability to forcibly take magic from an enemy, or a portion of an aspect from the universe, and add it to one’s arsenal, either to restore one’s magic or to use the opponent’s own magic against them, proficiency in spells included. This is a Thief class specialty.

DISTRIBUTION

The ability to forcibly take magic from an enemy, or a portion of an aspect from the universe and redistribute it to certain targets. This is a Rogue class specialty.

RESTORATION

The ability to restore lacking aspects or heal injuries. This ability is sadly in accessible to Destruction classes.

CONNECTION

The ability to connect with people or objects, or create connections between people or objects. Hope players are known to display this ability in ambience, often attracting people to them.

TERRITORY

The ability to mark a certain area as a surefire target of one’s magic. Territory magic locks onto certain coordinates as fixed points and release magic onto the area at the caster’s whim; this is a root spell that never misses. Space players achieve easier proficiency of this root spell due to the nature of their aspect.

INFESTATION

The ability to invade another target with your magic. This is differentiated from Connection and Destruction due to Connection simply being a bridge while Infestation burrows into a target’s being, and differentiated from Destruction due to Infestation not being destructive on its own. 


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