Difference between revisions of "Aether"

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Aether is commonly referred to in Amestria as the energy which powers all forms of magic. However it's actual meaning is far less straightforward. Aether as a whole is a field of energy that concentrates in areas of great physical energy. However it is not utilizable in its natural state, it must be charged with one of three states in order to be usable. The understanding of aether and it's applications have been the pursuit of many races and civilizations since the beginning of time.
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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.
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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.
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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.)
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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=
 
=The Aetherial Field=
The aetherial field is a static field of energy that is uniform throughout the universe in it's non-influenced state. There is a specific immeasurable volume of aether for any given point in the field's non-influenced state. However, sources of physical energy known as attractors will pull on the aetherial field and attract any volume surrounding the attractor into it's area of influence. The majority of the volume of the aetherial field is concentrated around attractors and large voids are formed where no attractors reside. Stronger and larger attractors pull a larger portion of volume then smaller, weaker attractors. If a strong attractor is close to a weak attractor it will siphon the potential volume that the weaker attractor could have accumulated until an equilibrium is formed between all the nearby attractors relative to their respective size and strength.
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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.
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==States of Aether==
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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.
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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.
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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.
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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:
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[High Frequency] Time - Lightning - Fire - Wind - Ice - Water - Earth - Metal - Space [Low Frequency]
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(To manipulate time and space, radiant aether must also be used. That is, if it is even possible at all.)
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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.
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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.
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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.
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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.
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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.
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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)
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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.
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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.
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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...
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===The Law of Mind===
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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)
  
As a general rule of thumb, the aetherial field tends to become more concentrated around the stars, Amestria, and the sun and are attracted to locations on Amestria where there is great physical energy such as heat, earthquakes, and lightning. Certain materials are known to attract or disperse aether, primarily certain special crystals and gemstones. While attractors deform the volume of the aetherial field and cause it to be more dense in certain locations, this density is not to be confused with charge. The density of the aetherial field determines the maximum potential aetherial energy that can be charged and used in a given area.
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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.
  
=States of Aether=
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===Lightning Specialization===
Aether comes in four states, three of them are considered a "charged" state and can be used to cast spells and is capable of directly influencing the environment.
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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.
==Static Aether==
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===Earth Specialization===
The first state of aether is static aether, and can best be described as an inert field of energy with no movement. This state is called static because the aether has no charge to it. The aetherial field is naturally in a static state, gets charged by sources of physical energy, then discharges it's energy over time eventually returning to the static state. The presence of static aether is essential to the casting of spells, without it there would be no aether to charge and use. When aetherial energy loses it's charge and transitions back into it's static state, if it is in an area with very low field density it will slowly travel towards the greatest attractors nearby. This energy can be used before it's out of range and is essential for utilizing magic in areas with low aetherial density.
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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.
==Radiant Aether==
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==Divination Branch==
The second state of aether is radiant aether, and can be visualized as energy travelling in a straight line. Radiant aether is a charged state capable of influencing light and shadows. Radiant aether is mainly produced naturally by the sun or other powerful sources of light. Vampires are agitated by radiant aether, and it effectively weakens them. This state of aether is the easiest to produce and is usually involved in the first spells that students of magic learn. Radiant aether naturally travels in straight lines but can be manipulated to travel in arcs, which is used in the creation of most complex constructs.
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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.
  
==Resonant Aether==
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===Cryptology Specialization===
The third state of aether is resonant aether, and can be visualized as energy travelling in waves. Resonant aether can have different frequencies that change what it is able to influence, it is also the most common type of charged aether found naturally. The different frequencies of resonant aether can be ordered from highest to lowest based on the elements they influence at a given frequency.
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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.
  
[High Frequency] Time - Lightning - Fire - Wind - Ice - Water - Wood - Earth - Crystal - Metal - Space [Low Frequency]
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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.
  
Time and space manipulation also require radiant aether to manipulate. Sources of physical energy that produce or influence these elements also produce varying amounts of radiant aether of the same frequency as the element in question. Time and space do not produce any aetherial energy(that we know of), because they rely on composite charges to be influenced(requires two states of aether).
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==Infusion Branch==
==Chaotic Aether==
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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.
The fourth and final state of aether is chaotic aether, and can be visualized as a swirling mass of energy with no particular direction or wave frequency. This charged form of aether is highly unstable and can destabilize the other charged states of aether, changing their direction or frequency. If other charged states of aether are exposed to chaotic aether for a sufficiently long amount of time, the other charged states 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 dealing with excessive amounts of this charged state of aether at all costs.
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===Animation Specialization===
=Interactions of Aether=
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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.
Aether interacts with itself and the environment in many ways which can be dictated by certain aetheric laws.
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====Golemancy====
==Law of Conversion==
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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.
A greater mass of charged aether will convert part of a smaller mass of aether that it intersects with. If the difference in mass between the two aethers is sufficiently large, the smaller mass of aether will be converted completely. Certain patterns and frequencies of radiant and resonant aether are more difficult to convert then others, and it is possible for two masses of aether to deflect each other. Chaotic aether has twice the energy per volume of radiant and resonant aether. Chaotic aether will quickly convert charged non-chaotic aether into chaotic aether. It is possible to dissipate chaotic aether with a sufficiently large radiant aether mass, however a large portion of the radiant energy will also become chaotic aether in the process. It is possible to convert chaotic energy into radiant or resonant aether with a sufficiently large mass of the respective aethers. The conversion mass must be eight times greater then the chaotic aether mass to fully convert the chaotic aether mass and due to the unstable nature of chaotic aether may result in the conversion mass instead being converted into chaotic aether.
 
==Law of Interference==
 
There are certain cases where a greater mass of aether may amplify a lesser mass of aether. Primarily this applies to chaotic aether temporarily amplifying the power of other states of aether before they are converted into chaotic aether. Certain patterns of radiant aether or frequencies of resonant aether can amplify the effect of other patterns or frequencies that are harmonious with each other. Likewise a mass of aether may disrupt another mass of aether. Aether which is not cohesive to a given construct is considered radical aether.
 
==Law of Friction==
 
All aether will slowly discharge upon contact with static aether. Higher densities of static aether will accelerate the discharge process. In a high density aetherial field, a larger mass of aether must be used in order to last a similar amount of time as a lesser mass of aether would in a low density aetherial field. The rate of discharge is influenced by the ratio of static or radical aether to charged cohesive aether.
 
==Law of Capacity==
 
There is a limit to how much aether can be charged in a given area, this is determined by how much static aether is present. If all the static aether has already been converted into charged aether, charged aether can no longer be created in the given area until some aether discharges back into it's static state.
 
==Law of Cohesion==
 
Differing states, patterns, and frequencies of aether can be used to reinforce each other and form a construct. A construct is an intentional arrangement of aetherial masses designed to work together. It is entirely possible for sufficiently advanced combinations to allow for a self sustaining spell that can consume charged aether to maintain it's integrity. Masses of aether which reinforce themselves are considered cohesive aether, and any external aether which is not cohesive to the construct is considered radical aether. Other constructs are considered radical to a given construct unless designed to absorb or integrate them. Constructs can be integrated together to form more complex constructs that are modular and semi-cohesive. Semi-cohesive in this case means that the two or more masses can be joined or severed without causing damage to one or the other.
 
==Law of Mind==
 
Aether can be directly charged or influenced by concentrated thought. It is unknown whether it is the power of intent caused by thought or the intervention of an external force due to thought which causes the aether to be influenced. Certain crystalline structures can store and actuate energy potential without draining the user's stamina. It costs more mental stamina to empower static aether then it does to manipulate charged aether, which is commonly used to avoid stamina drain. The exception is chaotic aether, there has been no discovered mind able to reorder chaotic aether directly into a different state. It is theorized that it would require an infinitely complex mind to bring order to chaotic aether. If a mind directly empower aether into a charged state, their stamina will be depleted by a rate which increases for larger masses of aether manipulated. Intense training can decrease but never eliminate the stamina drain from the user for directly empowering aether into a charged state. It requires less energy to manipulate radiant aether travelling in a direction closer to the desired path then it is one farther from the desired path. It requires less energy to manipulate resonant aether close to the desired frequency then it is to manipulate radiant aether that is distant in frequency.
 
==Law of Element==
 
Elemental magic can only be cast if the element is present. This is due to the fact that the aetherial energy of the spell can only influence elements, not create them out of nothingness. There are exceptions to this rule. Lightning, Fire, and Wind can be cast wherever there is air, in some cases lightning can be cast without air. Time and space can be cast anywhere as these elements are omnipresent.
 
==Law of Chaos==
 
Charged aether of a certain pattern or frequency can be influenced by physical energy sources which do not produce the same native pattern or frequency aether, this is theorized to be the reason behind naturally occurring spells and semi-sentient phenomena. This may also explain the formation of sentient phenomena.
 
=Manipulation of Aether=
 
The art of manipulating aether, otherwise known as casting spells or performing magic is an ancient practice that many civilizations have developed over countless millennia. All spells revolve around creating sequences and patterns of different kinds of aether, which are unified into a construct. The various patterns and frequencies of aether used in making a construct are called configurations. A construct is a combination of said configurations which works together to achieve a specific purpose. Constructs which were created naturally by the Law of Chaos are considered anomalies, while constructs which were constructed intentionally are called spells. More complex spells generally consist of more configurations and or the semi-cohesion of multiple constructs into a greater construct. Each layer of intricacy in a construct exponentially increases the difficulty of successfully creating it. If a mistake is made or formation of the complete construct is interrupted, the construct may self destruct due to instability which can cause anything from minor annoyances to massive explosions depending on the magnitude and function of the construct.
 
==Spell Class==
 
The power of a spell is divided into different classes in relation to how destructive their masses of charged aether is.
 
* Class 1 - A very weak spell that can barely influence the environment.
 
* Class 2 - A moderately powered spell that can cause reasonable influence to the environment.
 
* Class 3 - A considerably powerful spell that can greatly influence the environment.
 
* Class 4 - A very powerful spell which can cause massive influence to the environment.
 
* Class 5 - An immensely powerful spell which could destroy an entire civilization.
 
* Class 6 - A spell so powerful that it could destroy Amestria.
 
* Class 7 - A spell capable of destroying Amestria, the sun, the moon, and possibly the stars.
 
  
Higher classes are exponentially more difficult to create and require ever increasing knowledge of magic. The highest classes require a solid understanding of every discipline.
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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.
 +
===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.
  
==Spell Complexity==
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===Mind Manipulation Specialization===
The complexity of a spell is divided into different levels in relation to how difficult they are to produce.
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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.
* Alpha - The least intricate of spells involving only one construct and a few configurations.
 
* Beta - A couple semi-cohesive constructs are combined which may consist of many configurations each.
 
* Gamma - Many semi-cohesive constructs are combined which consist of a large number of configurations each.
 
* Delta - Massive collections of semi-cohesive constructs are combined which consist of a very large number of configurations each.
 
* Epsilon - Countless semi-cohesive constructs which contain a colossal number of configurations are combined.
 
* Theta -  A dynamic construct which can produce and combine it's own semi-cohesive constructs using a predetermined library of configurations which it can replicate.
 
* Omega - A dynamic construct which can produce and combine it's own semi-cohesive constructs and create it's own configurations to suit the needs of it's design.
 
  
==Aetherial Affinity==
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===Illusory Specialization===
A race's affinity towards aether is determined by a series of levels. Higher level affinities make the race more sensitive to aether while lower affinities make a race less sensitive.
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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.
* Level 0 - Cannot feel the aetherial field at all, impossible to cast spells.
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* Level 1 - Very weak sensitivity to the aetherial field, massive effort required to cast the most basic spells.
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==Force Branch==
* Level 2 - Below average sensitivity to the aetherial field, able to cast simple spells of decent power with extensive training.
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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.
* Level 3 - Average sensitivity to the aetherial field, can cast a good range of spells with great power given adequate training.
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===Barrier Specialization===
* Level 4 - Above average sensitivity to the aetherial field, can cast very complex spells but has a hard time casting very powerful spells.
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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.
* Level 5 - Extremely sensitive to the aetherial field, can cast the most complex spells but cannot cast powerful spells.
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==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.
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==Alteration Branch==
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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.
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===Metamorphic Specialization===
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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.
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 +
===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==
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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.
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 +
==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==
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'''(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==
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'''(Forbidden)'''
 +
<br>
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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.
  
-todo change and integrate this-
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==Machina Branch==
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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'''(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.