Difference between revisions of "Aether"
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==Resonant Aether== | ==Resonant Aether== | ||
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. | 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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− | + | Time - Lightning - Fire - Wind - Ice - Water - Wood - Earth - Crystal - Metal - Dimensional Space | |
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− | + | 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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− | 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). | ||
==Chaotic Aether== | ==Chaotic Aether== | ||
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. | 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. |
Revision as of 02:43, 4 February 2019
Aether is commonly referred to in Amestria as the energy behind 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.
Contents
The Aetherial Field
The aetherial field is a static field of energy that is uniform throughout the universe in it's natural state. There is a specific immeasurable volume of aether for any given point in the field's natural 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.
As a general rule of thumb, the aetherial field tends to become more concentrated around the stars, planets, and the sun and are attracted to locations on planets 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.
States of Aether
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.
Static Aether
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. While it is possible to manipulate charged aether, it is exceedingly more difficult then simply converting static aether to the correct charge. 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.
Radiant Aether
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.
Resonant Aether
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.
Time - Lightning - Fire - Wind - Ice - Water - Wood - Earth - Crystal - Metal - Dimensional Space
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).
Chaotic Aether
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.
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.
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.
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.
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.
Resonant ether can have a frequency that affects elements in the following order from highest to lowest frequency: Time - Requires use of Radiant ether also. 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.
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.
>> Aether, Static Aether, Radiant Aether, Resonant Aether, Chaotic Aether <<
Arcana, Static Arcana, Radiant Arcana, Resonant Arcana, Chaotic Arcana
Flux, Static Flux, Radiant Flux, Resonant Flux, Chaotic Flux
Essence, Static Essence, Radiant Essence, Resonant Essence, Chaotic Essence
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.
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.
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
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.
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.
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.
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.
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.
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. Elemental magic can only be cast if the element is present.