Difference between revisions of "Aether"

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Ether exists in four states: static, radiant, resonant, and chaotic. Static ether can be pictured as an inert field of energy with no movement, this form of ether cannot be used as there is no energy potential. Radiant ether can be pictured as energy travelling in a straight line, this form of ether can influence light and shadows. Resonant ether can be pictured as energy travelling in waves, this form of ether can effect different elements depending on the frequency. Chaotic ether can be pictured as a swirling mass of energy with no particular direction or wave frequency, this form of ether is highly unstable and can also destabilize other forms of ether changing their direction or frequency, and if exposed long enough converted into chaotic ether. If a massive amount of Radiant or Resonant ether goes through a small amount of chaotic ether then the chaotic ether will be converted into the overpowering type while slightly modifying the direction or frequency of the applied ether. Large amounts of chaotic ether can magnify the power of a lesser ether of a different type for a brief period before the affected ether is converted into chaotic ether.
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Aether is the energy which powers all forms of magic used in Amestria, however such a description does the aetherial arts little justice. Aether is like a static field of energy which is attracted to areas of great physical energy. However static aether alone has no potential, in order for it to do something it must be in one of three charged states. The practice of manipulating the aetherial field by charging it then using it has been the pursuit of many since the beginning of time.
  
There are varying amounts of static ether in the world, some areas having much more then others. This energy cannot be used, but it can be converted into another type of ether through exposure to natural energy such as kinetic, sonic, electric, and light. Static ether normally applies friction to the other types of ether, but can also be converted into the type its exposed to. Crystals and other amplifiers can allow a small amount of non-static ether to convert a large amount of static ether into useful ether. Static ether can also be referred to as inert ether as it contains no energy, and all other types of ether are referred to as active ether since it is in a useable energy form.
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=Magic Classifications=
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After centuries of trial and error, mages across Amestria have devised a ranking system for aetherial talent. The ranking system acts as a hard limit to what a member of a given race is able to accomplish with their magic. Please note that these ranks reflect the maximum potential of a race, not the skill level of an individual. Most mages in Amestria do not reach the maximum potential of their race and instead fall somewhere inside the limits.
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==Aetherial Affinity==
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A race's affinity for the aetherial field determines how hard it is for them to learn and practice magic. Affinity corresponds with the individual's ability to 'feel' the aetherial field, which is very important for being able to manipulate it in any way. Classes on the lower end of the spectrum have trouble feeling aether, forcing them to exert considerable effort into casting even the most basic of spells. Classes on the high end of the spectrum have a natural affinity for feeling and manipulating aether, which greatly accelerates their training and mitigates the strain on them when casting. Class S races can feel the aetherial field as if it were a sixth sense, enabling unrivaled aetherial detection and complex casting abilities, at the expense of more powerful spells being too overwhelming to their senses to sustain casting.
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* '''Class F''' - Cannot feel the aetherial field at all, impossible to cast spells.
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* '''Class D''' - Very weak sensitivity to the aetherial field, massive effort required to cast the most basic spells. Usually takes an extremely long time to train.
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* '''Class C''' - Below average sensitivity to the aetherial field, able to cast simple spells while drawing a moderate amount of aether. Very extensive training is required.
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* '''Class B''' - Average sensitivity to the aetherial field, can cast typical spells while drawing massive amounts of aether. Extensive training is required.
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* '''Class A''' - Above average sensitivity to the aetherial field, can cast advanced spells while only drawing a moderate amount of aether. Moderate training is required.
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* '''Class S''' - Extremely sensitive to the aetherial field, can cast the most advanced spells while only drawing a small amount of aether. Minimal training is required.
  
Each type of ether normally exists seperately and does not exist in the same place, however it is possible for multiple types of ether to exist in the same location. Combinations of different ether types forms the core of most spells and anomalies. These combinations can be self reinforcing, consuming any ambient active ether in the area to keep the combined mass of ether going indefinately or until dispelled or out of energy. This mass of weaved ether is referred to as a spell, or in some cases an anomaly. Ether does not disappear when it loses energy, rather the lost energy is simply ether that transitioned back into a static state.
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==Spell Power==
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The power of a spell is divided into different tiers, each tier reflects how powerful the spell is.
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* '''Power Tier I''' - A spell with enough power to influence small objects.
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* '''Power Tier II''' - A spell with enough power to influence a single individual.
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* '''Power Tier III''' - A spell with enough power to influence a small area.
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* '''Power Tier IV''' - A spell with enough power to influence a reasonably sized area.
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* '''Power Tier V''' - A spell with enough power to influence a very large area.
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* '''Power Tier VI''' - A spell with enough power to destroy an entire civilization.
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* '''Power Tier VII''' - A spell with enough power to destroy an entire continent.
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* '''Power Tier VIII''' - A spell with enough power to destroy the entire world.
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* '''Power Tier IX''' - A spell with enough power to destroy the world and all nearby celestial bodies.
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* '''Power Tier X''' - A spell with enough power to destroy everything in the night sky. (Actual degree of influence is unknown.)
  
On very rare occasion these forms of ether can combine to form sentient or semi-sentient masses of ether. Most ether that gains self-awareness is semi-sentient, but with some careful guidance or pure luck a fully sentient mass can be created. The nature of this mass depends of the types and combinations of ether used to form it, and it propogates it’s existence by consuming active ether near it. Semi-sentient ether usually takes on the form of etherial animals, however if it is tainted by enough chaotic ether it can become a monster. Fully sentient ether is what mortals refer to as fairies and this is the form that most fully sentient ether masses take. If fully sentient ether is tainted by chaotic ether, then the fairy will become a dark fairy. Dark fairies are not necessarily evil, but chaotic as their energy makeup is constantly changing. Most of the time this makes them appear insane or mad, and often compells them to do evil acts. The empathy of fairies can easily be shifted or changed by chaotic ether.
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More powerful spell tiers require more training and stamina in order to use. It is possible to die from trying to cast a spell which draws too much stamina.
  
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==Spell Control==
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The complexity of a spell is divided into different control tiers in relation to how difficult they are to create.
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* '''Control Tier I''' - The caster can only manipulate one construct and a couple configurations.
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* '''Control Tier II''' - The caster can only manipulate a few constructs and configurations.
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* '''Control Tier III''' - The caster can manipulate a modest range of constructs and configurations.
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* '''Control Tier IV''' - The caster can manipulate a decent range of constructs and configurations.
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* '''Control Tier V''' - The caster can manipulate a respectable range of constructs and configurations.
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* '''Control Tier VI''' -  The caster can manipulate a massive range of constructs and configurations.
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* '''Control Tier VII''' - The caster can create spells which are able to serve multiple purposes with advanced behaviors.
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* '''Control Tier VIII''' - The caster can create sub-sentient spells which are in turn able to cast a limited range of predefined spells.
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* '''Control Tier IX''' - The caster can create fully self aware spells which are in turn able to cast a limited range of predefined spells.
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* '''Control Tier X''' - The caster can create fully self aware spells which are in turn able to cast any spell within their aetherial limit.
  
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=The Aetherial Field=
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The aetherial field exists naturally as a static field of mystical energy which desires to be uniform throughout the universe. Sources of physical energy pull on the aetherial field, causing it to deform and create dense pockets of static aether with voids in between. Greater sources of physical energy tend to strip the aether from lesser sources, ultimately forming an equilibrium based on the ratios of energy. In general, static aether is more concentrated around celestial bodies and stars, and very sparse in between. However there are celestial bodies or even areas on celestial bodies which can be almost devoid of static aether, the reverse also being true in that there can be pockets densely packed with static aether. If the source of physical energy disappears, the static aether around that area will gather around other sources or spread back out into less dense areas depending on proximity. Static Aether is simply the volume of energy available within a given space, it must be charged in order to be used.
  
Resonant ether can have a frequency that affects elements in the following order from highest to lowest frequency:
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==States of Aether==
Time - Requires use of Radiant ether also.
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Aether comes in four states, three of them are considered a "charged" state where the energy can be used to cast spells and is capable of directly influencing the environment. Naturally occurring charged aether may bleed it's energy into surrounding static aether, causing the energy to dissipate into a large and sparse cloud over time. Charged aether used in spells is generally configured to mitigate this effect.
Lightning
 
Fire
 
Wind
 
Ice
 
Water
 
Wood
 
Earth
 
Crystal
 
Metal
 
Space - Requires use of Radiant ether also.
 
  
Combinations of ether that were created intentionally are referred to as spells, while unintentional constructs are referred to as anomalies. Etherial beings belong to the anomaly category, but are sometimes referred to as living spells or self aware spells.
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===Static Aether===
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The first state of aether is static aether, and is best described as aether's natural and uncharged state. In this state aether cannot interact with anything and is basically just sitting there, waiting to turned into a more useful form. A portion of static aether naturally gets charged into a different state when it intersects with physical energy, and over time it loses it's charge and ends up being static again. If the charged aether was transported to a different area, it will return to it's original location once it loses it's charge. The presence of static aether is essential for casting spells, without it there would be no energy to charge and use.
  
Ether is more concentrated in areas of great energy such as the sun, storms, tectonic movement, or volcanoes. However these sources of energy only concentrate the energy from areas farther out. Energetically activel bodies in general will attract ether, many planets and stars pull energy from the surrounding space. However if there were no attractors, then ether would simply be a static field that was completely equal across the universe. Some crystals attract static ether as well, by focusing ether into a small area. There are also crystals that can decrease the static ether in an area by dispersing the energy. Both types of crystals only change the concentration of energy and do not create more. If the crystals are destroyed the energy is dispersed back into its original space and volume.
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===Radiant Aether===
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The second state of aether is radiant aether, which is visualized as rays of light. This state of aether can influence light and shadows, and is naturally produced by and follows sunlight and other powerful sources of light. This is the primary reason why vampires are agitated by sunlight. This form of aether is easy to produce and is usually the first kind of charged aether which aspiring mages learn to utilize. While radiant aether usually travels in straight lines, it can be manipulated to travel in arcs by deliberate intervention such as when casting spells.
  
>> Aether, Static Aether, Radiant Aether, Resonant Aether, Chaotic Aether <<
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===Resonant Aether===
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The third state of aether is resonant aether, which is visualized as waves and pulses of energy. This charged state of aether has a whole range of frequencies, with each band affecting a different physical element (except light and shadow). Resonant aether is naturally produced in small amounts by various elements, with elements such as ice, water, wood, crystal, and metal producing very little energy and lightning, fire, and wind producing lots. The following shows the elemental frequency band:
  
Arcana, Static Arcana, Radiant Arcana, Resonant Arcana, Chaotic Arcana
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[High Frequency] Time - Lightning - Fire - Wind - Ice - Water - Earth - Metal - Space [Low Frequency]
  
Flux, Static Flux, Radiant Flux, Resonant Flux, Chaotic Flux
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(To manipulate time and space, radiant aether must also be used. That is, if it is even possible at all.)
  
Essence, Static Essence, Radiant Essence, Resonant Essence, Chaotic Essence
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===Chaotic Aether===
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The fourth and final state of aether is chaotic aether, which is depicted as a swirling mass of energy with no organization at all. This form of aether is highly unstable and can greatly affect other charged states of aether, altering their configuration and thus their purpose. Chaotic aether can also amplify the energy of neighboring charged aether for a short time if it is lesser in proportion. If other charged states of aether are exposed to chaotic aether for long enough, the aether will be converted into chaotic aether. This state of aether is considered the greatest hazard of all magic, and students of the aetherial arts are trained to avoid generating any at all costs.
  
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=Casting Spells=
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Any intentional constructs of charged aether is called a spell, if it was unintentional then it is called an anomaly. Any mistakes or interruptions made during the casting of a spell could result in the spell self destructing and causing anything from minor disturbances to massive explosions depending on the magnitude of the spell. Every layer of intricacy makes the spell harder to cast, with spells of extremely high complexity only being accessible by certain races.
  
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===Collaborative Spell Casting===
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There are certain cases where more then one person will participate in the creation of a spell. The complexity of such spells are exponentially limited by the number of people participating in the creation of the spell, as such only the most basic of spells can be cast by more then one person. It is possible for a mage to directly drain the stamina of surrounding mages to bypass this rule, however such a spell is unknown to most.
  
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==Spell Structure==
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Spells consist of configurations, constructs, and arrays.
  
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===Configurations===
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A configuration is a singular body of charged aetherial energy with a specific intentional state. Normally spells contain several configurations, which work together to produce an effect. Elemental magic is an exception to this rule, with the most basic of effects being producible with a single configuration but more complex effects requiring more then one configuration.
  
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===Constructs===
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A construct is a series of configurations which have been designed to work together. Almost all spells contain at least one construct, with many containing several. Constructs can range from very basic to very sophisticated in complexity. A single construct may fulfill several functions at once, but every additional function makes the construct more difficult to create. Constructs can be designed to mitigate or nullify the effects of certain aetherial laws by careful design, but will usually do so at the expense of more energy or lesser spell duration. The construct is held together by a clever linking chain of harmonious configurations.
  
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===Arrays===
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Arrays are collections of constructs which are sewn together via harmonious connections. The most advanced spells always use arrays, as it is easier then trying to combine everything into a single construct.
  
Fairies are able to cast the most intricate of all magic, but with the least amount of power singe their being would be affected if they used too much energy.
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=The Aetherial Laws=
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The specific behavior of aether has been thoroughly observed throughout the ages and has been collected into a series of laws which magic students must learn.
  
Kitsune are able to cast intricate spells but are very limited in the amount of power they use. Not only does their etherial aspect get affected by large energy consumption, but the fusion of ether and flesh makes the being hypersensitive to magic, even moreso then a fairy.
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===The Law of Opposing Energy===
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Charged aether will dissipate as it travels through static aether, the process is accelerated in higher densities of static aether. Charged aether of different configurations will start to dissipate if they pass through each other. If one mass of charged aether is larger then the other, the larger mass will dissipate less while the smaller mass dissipates more. If the two bodies of charged aether are of the same configuration, they will combine. If an anti-configuration collides with a configuration, the two bodies will cancel each other out proportional to the amount of energy they possess.
  
High Elves are able to cast advanced spells due to their heightened sensitivity to magic. However this heightened sensitivity makes it hard to properly cast powerful spells
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===The Law of Chaos===
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When other forms of charged aether come into contact with chaotic aether, they may become temporarily amplified. The degree of amplification is proportional to how large the mass of chaotic aether is compared to the other mass of charged aether. After a short period of time the charged aether will be converted into chaotic aether, this conversion process is accelerated in proportion to how large the mass of chaotic aether is compared to the other mass.
  
Humans must train in order to sense and feel magic, but can cast the most powerful spells due to little to no natural sensitivity to magic. They must focus hard on smaller spells or more intricate spells in order to feel and direct the magic energy. Most trained humans can only cast average complexity spells, however there are some humans experienced enough to cast very advanced spells.
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===The Law of Harmony===
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Configurations of aether may be harmonious, allowing them to coexist without interfering with each other. This harmony also acts as a glue which keeps configurations combined. Configurations can be intentionally or unintentionally made dissonant, causing rapid separation of combined configurations.
  
Dark Elves have a reduced sensitivity to magic, making it very hard even when focusing to feel it at all. Their lack of sensitivity to magic even when focusing also limits the power level of a spell as well as its complexity. Most trained dark elves can only use basic magic, however some experienced individuals can use average complexity magic.
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===The Law of Conversion===
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When a body of charged aether is significantly larger then another when they intersect, the lesser mass is converted and absorbed by the greater mass. This law primarily applies to chaotic aether, which may be dissipated by an overwhelming amount of charged aether. Chaotic aether counts as twice it's actual size in power calculations. In order to fully convert a mass of chaotic aether, the opposing energy must be eight times more powerful. If the opposing energy is not powerful enough, the surviving mass of chaotic aether will disperse like a cloud and potentially corrupt surrounding charged aether. Constructs can be designed to deflect aether rather then convert it to avoid this law. (However if the charged aether is the anti-construct of the deflector, it will dispel the deflector)
  
Centaurs can barely feel magic at all. Only the most experienced and trained centaurs can feel and manipulate magic energy at all. With enough experience a centaur could possibly cast weak primitive spells. Due to the intense and lifelong persuit in order to even sense magic combined with the mundane results, almost all centaurs dont even bother with magic.
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===The Law of Potential===
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An individual can only charge aether proportional to the volume of static aether in the area. If all the static aether has already been converted into charged aether, no more charged aether can be generated until the previous charged aether discharges or more static aether enters the area.
  
Vampires cannot use magic, period. However any active magic and even high concentrations of passive magic will weaken them and cause them moderate to extreme discomfort. Enchanted weapons are the perfect weapon to kill vampires, since purebloods and richbloods can very rapidly heal normal wounds but not ones lined with magic residue.
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===The Law of Cohesion===
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Configurations of aether can be combined into what is known as a construct, which can also be combined into an array. The constructs must have configurations which are harmonious in order to combine, otherwise it might disperse in a dangerous way. Constructs can be designed to mitigate or fully counter certain aetherial laws, and in advanced cases fully sustain it's own existence through passive absorption to avoid natural dissipation. If constructs are not designed to deflect foreign configurations, there could be unpredictable consequences if they collide. Extracting a configuration from a construct could cause the whole thing to rapidly disperse if there are no redundant harmonious configurations. Modular constructs can be safely detached, as long as there are no other constructs interdependent on them without redundancy.
  
There is arcane resistance that is effectively friction against static magic and opposing active magic. It affects the duration and strength of a spell. More power is needed for longer spells. Self reinforcement allows the friction to reinforce a construct rather then dissipate it. Construct is the definition for both anamaly and spell magic types. Self reinforcement is more difficult for more complex spells, increasing exponentially each layer of complexity.
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===The Law of Element===
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Most elemental spells require the right conditions in order to cast. Ice and water magic won't work without a liquid. Fire magic doesn't work without air, etc...
  
The most basic casting type is to cast using the body, which will drain both physical and mental stamina. A person who extensively casts this way will require much more sleep then average. Ambient active energy can be used to power a spell and lessen the strain on the body. Energy sources include sunlight for radiant energy, and tectonics, lightning from storms, and volcanoes will produce resonant energy. Basically any physical high energy source also produces active magic originating from the source of energy.
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===The Law of Mind===
Elemental magic can only be cast if the element is present.
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There is an unknown force within the sentient mind which allows the manipulation of the aetherial field and the ability to charge aether at the expense of stamina. However, only minds which can feel the aetherial field are able to manipulate it. It's easier to use existing charged aether then to convert static aether into charged aether then use it. More sensitive minds have more precise control over the aetherial field but are also susceptible to their senses being overwhelmed when trying to manipulate large masses of aether. Training and extensive casting can somewhat reduce the stamina drain of manipulating and charging aether, making veterans more effective then beginners. Special kinds of physical objects such as certain crystals can also act as a mind, and manipulate aether. Said object may also be able to store charged aether for later use. Chaotic aether cannot be directly manipulated, it is theorized it would take an infinitely complex mind in order to pull it off. (thus bringing order to chaos)
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=The Aetherial Arts=
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Magic is formally known by all as The Aetherial Arts, the ability to generate and manipulate charged aether to create spells.
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==Elemental Branch==
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The elemental branch is all about manipulating the elements, the building blocks of the world. This branch is massive in scope, and has numerous specializations. Humanity is particularly invested in this branch, and often it is human professors at aesiri academies which teach this specialization.
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===Light Specialization===
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The light specialization focuses on shaping the light generated by radiant aether. With this specialization, one could generate a source of light even on the darkest nights. Or perhaps you would prefer to blind your enemies, but beware of blinding your allies as well. Light magic can also cure certain conditions and diseases if cast by a sufficiently skilled mage. One of it's primary uses is as a focused beam, which can burn enemies to a crisp. Surprisingly, light magic can also be used to create certain kinds of illusions.
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===Shadow Specialization===
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Specializing in shadow magic allows a mage to become a master of the darkness, able to deny vision and warmth to those they choose. Most use this magic as a means to nullify all light in an area, making it impossible to see while within the affected zone. Shadow magic is also capable of being used as a weapon, with the ability to cause cold damage to the enemy via its chilling embrace.
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===Fire Specialization===
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Fire magic allows the wielder to assume control over heat and flames, enabling them to unleash powerful attacks upon their enemies. From fireballs to explosions, or perhaps even flaming weapons, fire magic is a simple specialization to grasp, it's destructive potential only being rivaled by lightning magic. Fire magic's primary weakness is that it requires the presence of air, and can typically be nullified by a sufficiently powerful water spell.
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===Wind Specialization===
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Wind magic enables it's users to unleash powerful gusts of wind, which have a variety of different uses. Perhaps there is a large group of enemies which needs to be delayed, a task wind is able to accomplish by knocking them down or backwards. A signature use for the magic is to use small gusts of wind to enhance body movement, enabling the user to move at unprecedented speeds or make very high jumps. In this way the user could also use the magic to counter an attack with unnatural speed. The final use of wind magic is that of a weapon, with razor sharp gusts being able to inflict cuts on the enemy.
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===Water Specialization===
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Water magic is a very niche specialization, tending to excel in a very specific set of conditions. Due to it requiring the presence of water and large amounts of aether, it tends to be most useful underwater. (However it is worth noting that a water mage could collect water out of thin air and plant life via channeled spells.) It's primary uses are to create an air bubble for the mage to breathe in, as well as allow the mage to travel at unprecedented speeds while submerged. Water is capable of knocking back enemies, as well as forming a barrier which is particularly effective at blocking fire magic. Water's primary weakness is lightning magic, which will pass right through water with ease.
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===Ice Specialization===
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Unlike water magic, ice magic is universally useful in most situations. While it tends to require the presence of water, it does not require nearly as much to be effective in combat. Primary uses include being able to freeze enemies in place, artificially cool a specified area, form strong physical barriers, and pierce the enemy in the form of projectiles. Ice mages usually become adept at extracting moisture from the air and surrounding vegetation.
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===Sound Specialization===
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The power of sound is not to be underestimated. Such a specialized mage could use the magic to mimic almost any sound, and well as create loud ringing blasts which can harm and disorient enemies. Sound magic has a variety of other non-conventional uses which could aid the caster in some way.
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===Lightning Specialization===
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Lightning magic offers unprecedented destructive potential at the cost of requiring massive amounts of aether. The most common uses are lightning bolts and augmented weapons, however some have found more creative uses for this elemental art. There are very few mages which specialize in lightning, because they can often only cast a few spells per day before they are completely exhausted. Regardless of the consequences, lightning magic demands great respect from it's foes.
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===Earth Specialization===
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Earth magic allows a mage a considerable defense against powerful assaults, while also allowing for offensive capabilities. Most users of this specialization erect earthen walls to block incoming attacks, as well as encase themselves in an earthen armor if the situation demands it. Earth magic can also be used to root enemies in place, rendering them immobile. This specialization of elemental magic is especially useful for subterranean expeditions, where being able to manipulate one's immediate surroundings underground is essential. This all comes at the cost of expending a considerable amount of aether, however the effects of this magic are sure to stand the test of time.
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==Divination Branch==
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The divination branch is all about procuring information and seeing the unseen. This branch is widely used in order to give the wielder a tactical advantage over their enemies.
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===Identification Specialization===
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Identification magic is about identifying objects and things in the world. All identification magic relies of the creation and usage of identicons, which are essentially enchanted books which contain the information used in identification magic.
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===Detection Specialization===
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Detection magic enables the user to sense nearby spells as well as locate magical traps and anomalies. Such spells are very useful when exploring ruins and dungeons, and can mean the difference between life and death. Detection magic can also be used to augment one's senses, enabling them to hear or see things they normally wouldn't.
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===Cryptology Specialization===
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Cryptology magic is used to create and pick magical locks, as well as disarm complex spells over a longer period of time. This form of magic is also used to decipher unknown or lost languages with limited success.
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===Counterspell Specialization===
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Counterspells are perhaps one of the most complex forms of magic, whereby the caster must take into account the opposing spell's aetherial configurations in order to successfully counter it and cause it to dissipate. This form of magic is all about trial and error, as counterspells are never guaranteed to succeed. Practitioners are normally very intelligent and quick minded, as they must find the correct solution to counter a spell in a very small portion of time.
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==Medical Branch==
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Healing magic is among the most important forms of magic in any society. Mages have healed many wounds and cured many diseases over the years thanks to the dedication of medical mages. Most churches and temples house practitioners of this form of magic. This form of magic is also commonly found in most militaries.
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==Infusion Branch==
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The infusion branch is about imbuing spells into inanimate objects. There are many different ways to do this, each with their own challenges. Generally this branch is considered one of the most difficult to master due to it's inherent complexity.
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===Animation Specialization===
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Perhaps the most noble of all aetherial pursuits is animation magic. This form of magic is a complex one, and is all about imbuing complex behaviors into inanimate objects. Everything from self-writing pens to golemancy are the product of animation magic. Due to it's inherent complexity, the aesiri are the most common race to specialize in this form of magic.
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====Golemancy====
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The art of animating a golem is not a simple task. The goal is to animate the golem using a spell known as a master manipulator, the spell itself consisting of countless components. Every little behavior must be added to the golem separately, forcing golemancers to think of every possible situation their golem could be exposed to while constructing it. The final result is most impressive, and while golems are not reactive enough to be good soldiers, they are more than capable laborers when performing menial tasks.
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===Enchantment Specialization===
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Enchantment magic is responsible for the creation of magical objects. This often takes the form of enchanted weaponry, an example being the anti-vampire weaponry used by vampire hunters.
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===Runes Specialization===
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Runes are a special form of magic which uses symbols to channel aether. This form of magic is not very well understood and has unknown origins.
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==Psychic Branch==
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The psychic branch typically deals with using magic to alter or manipulate one's mind, however in some cases it can be used to exploit the mind's weaknesses or desires.
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===Glamour Specialization===
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Glamour magic is all about casting an enchantment on oneself in order to alter an audience's impression of them. This magic influences the mental reactions of the audience, causing them to evaluate the target in a way they normally wouldn't. Glamour can cause an audience to become more submissive and likely to comply with the target's requests, as well as less likely to view them as hostile. The glamour could also cause people to see the target as attractive, even if they would normally find them disgusting. Because this magic does not use illusions and is relatively simple, it can influence a large group of people and is less likely to be noticed when the effect ends or fails.
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===Mind Manipulation Specialization===
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Mind manipulation magic directly alters or controls a creature's thoughts. While this kind of magic has a very large scope of uses, among the most common is making a creature fall asleep, reading their thoughts, altering their memories, or forcing them into a non-hostile state. This magic is very complex and more involved applications can usually only target one to a small number of creatures at once.
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===Illusory Specialization===
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Illusions are created by spells directly altering the target's perception, making them witness things which do not actually exist. Contrary to popular belief, illusion magic is capable of affecting all five senses, not just sight. The applications of illusions are innumerable, however it is generally used to distract or disorient a target so that the caster gains a tactical advantage. Illusions are more complex than glamours, but not nearly as complex as mind manipulation magic, enabling the caster to affect a reasonably sized group at the same time.
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==Force Branch==
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The force branch uses aether to generate a pure physical force, generally for use in barriers but also useful for projectiles. Force projectiles have the advantage of not being elemental in nature and thus are not as easy to counter, however they are relatively easy to stop using a sturdy defense.
 +
===Barrier Specialization===
 +
Barriers are essential for blocking incoming projectiles and attacks. They can range from simple rectangular shields to entire spheres. They can vary greatly in exact composition, with certain configurations being more effective versus certain types of damage.
 +
==Holographic Branch==
 +
Holograms are constructs of aether which act like a solid object. It is possible to make the hologram feel just like the real thing if it is given sufficient detail. Many scholars suspect that a fairy's physical form is simply a kind of animated hologram, despite the differences in complexity. The primary use of holograms is to create an illusion or diversion, however there have been mages who have found more clever applications for this form of magic.
 +
==Alteration Branch==
 +
The alteration branch deals with the creation and manipulation of organic materials. The nature magic of the [[Fae'Naru]] is an ideal example of what this branch is capable of. Augmenting one's own physical form is also possible, however this usually comes at a cost. The creation and neutralization of poison also is a part of this branch.
 +
===Metamorphic Specialization===
 +
The ability to alter the physical form of oneself and others is considered taboo among many, but offers many benefits when used properly. While ancient exodians were known for creating entire new races using metamorphic magic, the present day version is significantly less powerful and has a limited scope. The most common use of metamorphic magic is to enlarge one's muscles to grant them superior strength, however there are others who have been known to use it to make themselves appear more attractive or less aged.
 +
 
 +
===Nature Specialization===
 +
Nature magic mainly deals with the manipulation of plant life. The Fae'Naru are well known for using this specific kind of magic.
 +
 
 +
===Toxicology Specialization===
 +
Toxicology is all about using aether to create or neutralize poisons. This form of magic is very niche and is not very common.
 +
 
 +
==Spatial Branch==
 +
The spatial branch is all about manipulating the fundamental laws of reality. This branch is largely undiscovered, and only accessible by the most capable of mages. The primary use of this branch is gravity manipulation, which in turn enables the user to levitate or fly. It is believed that fairies and all other creatures which fly using aetherial means are either consciously or unconsciously using this branch of magic.
 +
 
 +
==Temporal Branch==
 +
'''(Undiscovered)'''
 +
<br>
 +
Many scholars have theorized the possibility that aether could be used to travel through time, or perhaps even directly manipulate it. There have been no successful experiments in this branch, but there are still a handful of individuals who desire to eventually unlock the secrets to time travel.
 +
 
 +
==Trans-Dimensional Branch==
 +
'''(Undiscovered)'''
 +
<br>
 +
The trans-dimensional branch is a theoretical field of magic which scholars have hypothesized about for many centuries. There have been no successful experiments to date, but many say there is a very strong possibility that it can be done.
 +
 
 +
==Chaos Branch==
 +
'''(Forbidden)'''
 +
<br>
 +
The manipulation of chaotic aether has always been thought to be impossible, nonetheless there have been those who have tried. Such individuals typically caused reckless accidents which claimed lives. It was not long before the practice of such an art was considered forbidden due to the unforeseen consequences.
 +
 
 +
==Machina Branch==
 +
'''(Forbidden)'''
 +
<br>
 +
The machina branch is less of a specific magic, and more of a specific concept. Throughout the ages, the term machina has been used to describe machines powered by magic. While the original power source of machina was thought to be limitless, present day machina utilizes one's own collected aetherial energy in order to function. The secrets of Exodia's machina have been lost to the ages, and no one has been successful in rediscovering such secrets. The church has branded machina a forbidden taboo, and those among humanity caught with such devices are swiftly executed in the name of sacrilege.

Latest revision as of 20:41, 15 March 2022

Aether is the energy which powers all forms of magic used in Amestria, however such a description does the aetherial arts little justice. Aether is like a static field of energy which is attracted to areas of great physical energy. However static aether alone has no potential, in order for it to do something it must be in one of three charged states. The practice of manipulating the aetherial field by charging it then using it has been the pursuit of many since the beginning of time.

Contents

Magic Classifications

After centuries of trial and error, mages across Amestria have devised a ranking system for aetherial talent. The ranking system acts as a hard limit to what a member of a given race is able to accomplish with their magic. Please note that these ranks reflect the maximum potential of a race, not the skill level of an individual. Most mages in Amestria do not reach the maximum potential of their race and instead fall somewhere inside the limits.

Aetherial Affinity

A race's affinity for the aetherial field determines how hard it is for them to learn and practice magic. Affinity corresponds with the individual's ability to 'feel' the aetherial field, which is very important for being able to manipulate it in any way. Classes on the lower end of the spectrum have trouble feeling aether, forcing them to exert considerable effort into casting even the most basic of spells. Classes on the high end of the spectrum have a natural affinity for feeling and manipulating aether, which greatly accelerates their training and mitigates the strain on them when casting. Class S races can feel the aetherial field as if it were a sixth sense, enabling unrivaled aetherial detection and complex casting abilities, at the expense of more powerful spells being too overwhelming to their senses to sustain casting.

  • Class F - Cannot feel the aetherial field at all, impossible to cast spells.
  • Class D - Very weak sensitivity to the aetherial field, massive effort required to cast the most basic spells. Usually takes an extremely long time to train.
  • Class C - Below average sensitivity to the aetherial field, able to cast simple spells while drawing a moderate amount of aether. Very extensive training is required.
  • Class B - Average sensitivity to the aetherial field, can cast typical spells while drawing massive amounts of aether. Extensive training is required.
  • Class A - Above average sensitivity to the aetherial field, can cast advanced spells while only drawing a moderate amount of aether. Moderate training is required.
  • Class S - Extremely sensitive to the aetherial field, can cast the most advanced spells while only drawing a small amount of aether. Minimal training is required.

Spell Power

The power of a spell is divided into different tiers, each tier reflects how powerful the spell is.

  • Power Tier I - A spell with enough power to influence small objects.
  • Power Tier II - A spell with enough power to influence a single individual.
  • Power Tier III - A spell with enough power to influence a small area.
  • Power Tier IV - A spell with enough power to influence a reasonably sized area.
  • Power Tier V - A spell with enough power to influence a very large area.
  • Power Tier VI - A spell with enough power to destroy an entire civilization.
  • Power Tier VII - A spell with enough power to destroy an entire continent.
  • Power Tier VIII - A spell with enough power to destroy the entire world.
  • Power Tier IX - A spell with enough power to destroy the world and all nearby celestial bodies.
  • Power Tier X - A spell with enough power to destroy everything in the night sky. (Actual degree of influence is unknown.)

More powerful spell tiers require more training and stamina in order to use. It is possible to die from trying to cast a spell which draws too much stamina.

Spell Control

The complexity of a spell is divided into different control tiers in relation to how difficult they are to create.

  • Control Tier I - The caster can only manipulate one construct and a couple configurations.
  • Control Tier II - The caster can only manipulate a few constructs and configurations.
  • Control Tier III - The caster can manipulate a modest range of constructs and configurations.
  • Control Tier IV - The caster can manipulate a decent range of constructs and configurations.
  • Control Tier V - The caster can manipulate a respectable range of constructs and configurations.
  • Control Tier VI - The caster can manipulate a massive range of constructs and configurations.
  • Control Tier VII - The caster can create spells which are able to serve multiple purposes with advanced behaviors.
  • Control Tier VIII - The caster can create sub-sentient spells which are in turn able to cast a limited range of predefined spells.
  • Control Tier IX - The caster can create fully self aware spells which are in turn able to cast a limited range of predefined spells.
  • Control Tier X - The caster can create fully self aware spells which are in turn able to cast any spell within their aetherial limit.

The Aetherial Field

The aetherial field exists naturally as a static field of mystical energy which desires to be uniform throughout the universe. Sources of physical energy pull on the aetherial field, causing it to deform and create dense pockets of static aether with voids in between. Greater sources of physical energy tend to strip the aether from lesser sources, ultimately forming an equilibrium based on the ratios of energy. In general, static aether is more concentrated around celestial bodies and stars, and very sparse in between. However there are celestial bodies or even areas on celestial bodies which can be almost devoid of static aether, the reverse also being true in that there can be pockets densely packed with static aether. If the source of physical energy disappears, the static aether around that area will gather around other sources or spread back out into less dense areas depending on proximity. Static Aether is simply the volume of energy available within a given space, it must be charged in order to be used.

States of Aether

Aether comes in four states, three of them are considered a "charged" state where the energy can be used to cast spells and is capable of directly influencing the environment. Naturally occurring charged aether may bleed it's energy into surrounding static aether, causing the energy to dissipate into a large and sparse cloud over time. Charged aether used in spells is generally configured to mitigate this effect.

Static Aether

The first state of aether is static aether, and is best described as aether's natural and uncharged state. In this state aether cannot interact with anything and is basically just sitting there, waiting to turned into a more useful form. A portion of static aether naturally gets charged into a different state when it intersects with physical energy, and over time it loses it's charge and ends up being static again. If the charged aether was transported to a different area, it will return to it's original location once it loses it's charge. The presence of static aether is essential for casting spells, without it there would be no energy to charge and use.

Radiant Aether

The second state of aether is radiant aether, which is visualized as rays of light. This state of aether can influence light and shadows, and is naturally produced by and follows sunlight and other powerful sources of light. This is the primary reason why vampires are agitated by sunlight. This form of aether is easy to produce and is usually the first kind of charged aether which aspiring mages learn to utilize. While radiant aether usually travels in straight lines, it can be manipulated to travel in arcs by deliberate intervention such as when casting spells.

Resonant Aether

The third state of aether is resonant aether, which is visualized as waves and pulses of energy. This charged state of aether has a whole range of frequencies, with each band affecting a different physical element (except light and shadow). Resonant aether is naturally produced in small amounts by various elements, with elements such as ice, water, wood, crystal, and metal producing very little energy and lightning, fire, and wind producing lots. The following shows the elemental frequency band:

[High Frequency] Time - Lightning - Fire - Wind - Ice - Water - Earth - Metal - Space [Low Frequency]

(To manipulate time and space, radiant aether must also be used. That is, if it is even possible at all.)

Chaotic Aether

The fourth and final state of aether is chaotic aether, which is depicted as a swirling mass of energy with no organization at all. This form of aether is highly unstable and can greatly affect other charged states of aether, altering their configuration and thus their purpose. Chaotic aether can also amplify the energy of neighboring charged aether for a short time if it is lesser in proportion. If other charged states of aether are exposed to chaotic aether for long enough, the aether will be converted into chaotic aether. This state of aether is considered the greatest hazard of all magic, and students of the aetherial arts are trained to avoid generating any at all costs.

Casting Spells

Any intentional constructs of charged aether is called a spell, if it was unintentional then it is called an anomaly. Any mistakes or interruptions made during the casting of a spell could result in the spell self destructing and causing anything from minor disturbances to massive explosions depending on the magnitude of the spell. Every layer of intricacy makes the spell harder to cast, with spells of extremely high complexity only being accessible by certain races.

Collaborative Spell Casting

There are certain cases where more then one person will participate in the creation of a spell. The complexity of such spells are exponentially limited by the number of people participating in the creation of the spell, as such only the most basic of spells can be cast by more then one person. It is possible for a mage to directly drain the stamina of surrounding mages to bypass this rule, however such a spell is unknown to most.

Spell Structure

Spells consist of configurations, constructs, and arrays.

Configurations

A configuration is a singular body of charged aetherial energy with a specific intentional state. Normally spells contain several configurations, which work together to produce an effect. Elemental magic is an exception to this rule, with the most basic of effects being producible with a single configuration but more complex effects requiring more then one configuration.

Constructs

A construct is a series of configurations which have been designed to work together. Almost all spells contain at least one construct, with many containing several. Constructs can range from very basic to very sophisticated in complexity. A single construct may fulfill several functions at once, but every additional function makes the construct more difficult to create. Constructs can be designed to mitigate or nullify the effects of certain aetherial laws by careful design, but will usually do so at the expense of more energy or lesser spell duration. The construct is held together by a clever linking chain of harmonious configurations.

Arrays

Arrays are collections of constructs which are sewn together via harmonious connections. The most advanced spells always use arrays, as it is easier then trying to combine everything into a single construct.

The Aetherial Laws

The specific behavior of aether has been thoroughly observed throughout the ages and has been collected into a series of laws which magic students must learn.

The Law of Opposing Energy

Charged aether will dissipate as it travels through static aether, the process is accelerated in higher densities of static aether. Charged aether of different configurations will start to dissipate if they pass through each other. If one mass of charged aether is larger then the other, the larger mass will dissipate less while the smaller mass dissipates more. If the two bodies of charged aether are of the same configuration, they will combine. If an anti-configuration collides with a configuration, the two bodies will cancel each other out proportional to the amount of energy they possess.

The Law of Chaos

When other forms of charged aether come into contact with chaotic aether, they may become temporarily amplified. The degree of amplification is proportional to how large the mass of chaotic aether is compared to the other mass of charged aether. After a short period of time the charged aether will be converted into chaotic aether, this conversion process is accelerated in proportion to how large the mass of chaotic aether is compared to the other mass.

The Law of Harmony

Configurations of aether may be harmonious, allowing them to coexist without interfering with each other. This harmony also acts as a glue which keeps configurations combined. Configurations can be intentionally or unintentionally made dissonant, causing rapid separation of combined configurations.

The Law of Conversion

When a body of charged aether is significantly larger then another when they intersect, the lesser mass is converted and absorbed by the greater mass. This law primarily applies to chaotic aether, which may be dissipated by an overwhelming amount of charged aether. Chaotic aether counts as twice it's actual size in power calculations. In order to fully convert a mass of chaotic aether, the opposing energy must be eight times more powerful. If the opposing energy is not powerful enough, the surviving mass of chaotic aether will disperse like a cloud and potentially corrupt surrounding charged aether. Constructs can be designed to deflect aether rather then convert it to avoid this law. (However if the charged aether is the anti-construct of the deflector, it will dispel the deflector)

The Law of Potential

An individual can only charge aether proportional to the volume of static aether in the area. If all the static aether has already been converted into charged aether, no more charged aether can be generated until the previous charged aether discharges or more static aether enters the area.

The Law of Cohesion

Configurations of aether can be combined into what is known as a construct, which can also be combined into an array. The constructs must have configurations which are harmonious in order to combine, otherwise it might disperse in a dangerous way. Constructs can be designed to mitigate or fully counter certain aetherial laws, and in advanced cases fully sustain it's own existence through passive absorption to avoid natural dissipation. If constructs are not designed to deflect foreign configurations, there could be unpredictable consequences if they collide. Extracting a configuration from a construct could cause the whole thing to rapidly disperse if there are no redundant harmonious configurations. Modular constructs can be safely detached, as long as there are no other constructs interdependent on them without redundancy.

The Law of Element

Most elemental spells require the right conditions in order to cast. Ice and water magic won't work without a liquid. Fire magic doesn't work without air, etc...

The Law of Mind

There is an unknown force within the sentient mind which allows the manipulation of the aetherial field and the ability to charge aether at the expense of stamina. However, only minds which can feel the aetherial field are able to manipulate it. It's easier to use existing charged aether then to convert static aether into charged aether then use it. More sensitive minds have more precise control over the aetherial field but are also susceptible to their senses being overwhelmed when trying to manipulate large masses of aether. Training and extensive casting can somewhat reduce the stamina drain of manipulating and charging aether, making veterans more effective then beginners. Special kinds of physical objects such as certain crystals can also act as a mind, and manipulate aether. Said object may also be able to store charged aether for later use. Chaotic aether cannot be directly manipulated, it is theorized it would take an infinitely complex mind in order to pull it off. (thus bringing order to chaos)

The Aetherial Arts

Magic is formally known by all as The Aetherial Arts, the ability to generate and manipulate charged aether to create spells.

Elemental Branch

The elemental branch is all about manipulating the elements, the building blocks of the world. This branch is massive in scope, and has numerous specializations. Humanity is particularly invested in this branch, and often it is human professors at aesiri academies which teach this specialization.

Light Specialization

The light specialization focuses on shaping the light generated by radiant aether. With this specialization, one could generate a source of light even on the darkest nights. Or perhaps you would prefer to blind your enemies, but beware of blinding your allies as well. Light magic can also cure certain conditions and diseases if cast by a sufficiently skilled mage. One of it's primary uses is as a focused beam, which can burn enemies to a crisp. Surprisingly, light magic can also be used to create certain kinds of illusions.

Shadow Specialization

Specializing in shadow magic allows a mage to become a master of the darkness, able to deny vision and warmth to those they choose. Most use this magic as a means to nullify all light in an area, making it impossible to see while within the affected zone. Shadow magic is also capable of being used as a weapon, with the ability to cause cold damage to the enemy via its chilling embrace.

Fire Specialization

Fire magic allows the wielder to assume control over heat and flames, enabling them to unleash powerful attacks upon their enemies. From fireballs to explosions, or perhaps even flaming weapons, fire magic is a simple specialization to grasp, it's destructive potential only being rivaled by lightning magic. Fire magic's primary weakness is that it requires the presence of air, and can typically be nullified by a sufficiently powerful water spell.

Wind Specialization

Wind magic enables it's users to unleash powerful gusts of wind, which have a variety of different uses. Perhaps there is a large group of enemies which needs to be delayed, a task wind is able to accomplish by knocking them down or backwards. A signature use for the magic is to use small gusts of wind to enhance body movement, enabling the user to move at unprecedented speeds or make very high jumps. In this way the user could also use the magic to counter an attack with unnatural speed. The final use of wind magic is that of a weapon, with razor sharp gusts being able to inflict cuts on the enemy.

Water Specialization

Water magic is a very niche specialization, tending to excel in a very specific set of conditions. Due to it requiring the presence of water and large amounts of aether, it tends to be most useful underwater. (However it is worth noting that a water mage could collect water out of thin air and plant life via channeled spells.) It's primary uses are to create an air bubble for the mage to breathe in, as well as allow the mage to travel at unprecedented speeds while submerged. Water is capable of knocking back enemies, as well as forming a barrier which is particularly effective at blocking fire magic. Water's primary weakness is lightning magic, which will pass right through water with ease.

Ice Specialization

Unlike water magic, ice magic is universally useful in most situations. While it tends to require the presence of water, it does not require nearly as much to be effective in combat. Primary uses include being able to freeze enemies in place, artificially cool a specified area, form strong physical barriers, and pierce the enemy in the form of projectiles. Ice mages usually become adept at extracting moisture from the air and surrounding vegetation.

Sound Specialization

The power of sound is not to be underestimated. Such a specialized mage could use the magic to mimic almost any sound, and well as create loud ringing blasts which can harm and disorient enemies. Sound magic has a variety of other non-conventional uses which could aid the caster in some way.

Lightning Specialization

Lightning magic offers unprecedented destructive potential at the cost of requiring massive amounts of aether. The most common uses are lightning bolts and augmented weapons, however some have found more creative uses for this elemental art. There are very few mages which specialize in lightning, because they can often only cast a few spells per day before they are completely exhausted. Regardless of the consequences, lightning magic demands great respect from it's foes.

Earth Specialization

Earth magic allows a mage a considerable defense against powerful assaults, while also allowing for offensive capabilities. Most users of this specialization erect earthen walls to block incoming attacks, as well as encase themselves in an earthen armor if the situation demands it. Earth magic can also be used to root enemies in place, rendering them immobile. This specialization of elemental magic is especially useful for subterranean expeditions, where being able to manipulate one's immediate surroundings underground is essential. This all comes at the cost of expending a considerable amount of aether, however the effects of this magic are sure to stand the test of time.

Divination Branch

The divination branch is all about procuring information and seeing the unseen. This branch is widely used in order to give the wielder a tactical advantage over their enemies.

Identification Specialization

Identification magic is about identifying objects and things in the world. All identification magic relies of the creation and usage of identicons, which are essentially enchanted books which contain the information used in identification magic.

Detection Specialization

Detection magic enables the user to sense nearby spells as well as locate magical traps and anomalies. Such spells are very useful when exploring ruins and dungeons, and can mean the difference between life and death. Detection magic can also be used to augment one's senses, enabling them to hear or see things they normally wouldn't.

Cryptology Specialization

Cryptology magic is used to create and pick magical locks, as well as disarm complex spells over a longer period of time. This form of magic is also used to decipher unknown or lost languages with limited success.

Counterspell Specialization

Counterspells are perhaps one of the most complex forms of magic, whereby the caster must take into account the opposing spell's aetherial configurations in order to successfully counter it and cause it to dissipate. This form of magic is all about trial and error, as counterspells are never guaranteed to succeed. Practitioners are normally very intelligent and quick minded, as they must find the correct solution to counter a spell in a very small portion of time.

Medical Branch

Healing magic is among the most important forms of magic in any society. Mages have healed many wounds and cured many diseases over the years thanks to the dedication of medical mages. Most churches and temples house practitioners of this form of magic. This form of magic is also commonly found in most militaries.

Infusion Branch

The infusion branch is about imbuing spells into inanimate objects. There are many different ways to do this, each with their own challenges. Generally this branch is considered one of the most difficult to master due to it's inherent complexity.

Animation Specialization

Perhaps the most noble of all aetherial pursuits is animation magic. This form of magic is a complex one, and is all about imbuing complex behaviors into inanimate objects. Everything from self-writing pens to golemancy are the product of animation magic. Due to it's inherent complexity, the aesiri are the most common race to specialize in this form of magic.

Golemancy

The art of animating a golem is not a simple task. The goal is to animate the golem using a spell known as a master manipulator, the spell itself consisting of countless components. Every little behavior must be added to the golem separately, forcing golemancers to think of every possible situation their golem could be exposed to while constructing it. The final result is most impressive, and while golems are not reactive enough to be good soldiers, they are more than capable laborers when performing menial tasks.

Enchantment Specialization

Enchantment magic is responsible for the creation of magical objects. This often takes the form of enchanted weaponry, an example being the anti-vampire weaponry used by vampire hunters.

Runes Specialization

Runes are a special form of magic which uses symbols to channel aether. This form of magic is not very well understood and has unknown origins.

Psychic Branch

The psychic branch typically deals with using magic to alter or manipulate one's mind, however in some cases it can be used to exploit the mind's weaknesses or desires.

Glamour Specialization

Glamour magic is all about casting an enchantment on oneself in order to alter an audience's impression of them. This magic influences the mental reactions of the audience, causing them to evaluate the target in a way they normally wouldn't. Glamour can cause an audience to become more submissive and likely to comply with the target's requests, as well as less likely to view them as hostile. The glamour could also cause people to see the target as attractive, even if they would normally find them disgusting. Because this magic does not use illusions and is relatively simple, it can influence a large group of people and is less likely to be noticed when the effect ends or fails.

Mind Manipulation Specialization

Mind manipulation magic directly alters or controls a creature's thoughts. While this kind of magic has a very large scope of uses, among the most common is making a creature fall asleep, reading their thoughts, altering their memories, or forcing them into a non-hostile state. This magic is very complex and more involved applications can usually only target one to a small number of creatures at once.

Illusory Specialization

Illusions are created by spells directly altering the target's perception, making them witness things which do not actually exist. Contrary to popular belief, illusion magic is capable of affecting all five senses, not just sight. The applications of illusions are innumerable, however it is generally used to distract or disorient a target so that the caster gains a tactical advantage. Illusions are more complex than glamours, but not nearly as complex as mind manipulation magic, enabling the caster to affect a reasonably sized group at the same time.

Force Branch

The force branch uses aether to generate a pure physical force, generally for use in barriers but also useful for projectiles. Force projectiles have the advantage of not being elemental in nature and thus are not as easy to counter, however they are relatively easy to stop using a sturdy defense.

Barrier Specialization

Barriers are essential for blocking incoming projectiles and attacks. They can range from simple rectangular shields to entire spheres. They can vary greatly in exact composition, with certain configurations being more effective versus certain types of damage.

Holographic Branch

Holograms are constructs of aether which act like a solid object. It is possible to make the hologram feel just like the real thing if it is given sufficient detail. Many scholars suspect that a fairy's physical form is simply a kind of animated hologram, despite the differences in complexity. The primary use of holograms is to create an illusion or diversion, however there have been mages who have found more clever applications for this form of magic.

Alteration Branch

The alteration branch deals with the creation and manipulation of organic materials. The nature magic of the Fae'Naru is an ideal example of what this branch is capable of. Augmenting one's own physical form is also possible, however this usually comes at a cost. The creation and neutralization of poison also is a part of this branch.

Metamorphic Specialization

The ability to alter the physical form of oneself and others is considered taboo among many, but offers many benefits when used properly. While ancient exodians were known for creating entire new races using metamorphic magic, the present day version is significantly less powerful and has a limited scope. The most common use of metamorphic magic is to enlarge one's muscles to grant them superior strength, however there are others who have been known to use it to make themselves appear more attractive or less aged.

Nature Specialization

Nature magic mainly deals with the manipulation of plant life. The Fae'Naru are well known for using this specific kind of magic.

Toxicology Specialization

Toxicology is all about using aether to create or neutralize poisons. This form of magic is very niche and is not very common.

Spatial Branch

The spatial branch is all about manipulating the fundamental laws of reality. This branch is largely undiscovered, and only accessible by the most capable of mages. The primary use of this branch is gravity manipulation, which in turn enables the user to levitate or fly. It is believed that fairies and all other creatures which fly using aetherial means are either consciously or unconsciously using this branch of magic.

Temporal Branch

(Undiscovered)
Many scholars have theorized the possibility that aether could be used to travel through time, or perhaps even directly manipulate it. There have been no successful experiments in this branch, but there are still a handful of individuals who desire to eventually unlock the secrets to time travel.

Trans-Dimensional Branch

(Undiscovered)
The trans-dimensional branch is a theoretical field of magic which scholars have hypothesized about for many centuries. There have been no successful experiments to date, but many say there is a very strong possibility that it can be done.

Chaos Branch

(Forbidden)
The manipulation of chaotic aether has always been thought to be impossible, nonetheless there have been those who have tried. Such individuals typically caused reckless accidents which claimed lives. It was not long before the practice of such an art was considered forbidden due to the unforeseen consequences.

Machina Branch

(Forbidden)
The machina branch is less of a specific magic, and more of a specific concept. Throughout the ages, the term machina has been used to describe machines powered by magic. While the original power source of machina was thought to be limitless, present day machina utilizes one's own collected aetherial energy in order to function. The secrets of Exodia's machina have been lost to the ages, and no one has been successful in rediscovering such secrets. The church has branded machina a forbidden taboo, and those among humanity caught with such devices are swiftly executed in the name of sacrilege.