Aether

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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.

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 tug on the aetherial field and collect a volume of aetherial energy surrounding the attractor into it's area of influence. The majority of the volume of the aetherial field is concentrated around attractors, large voids reside where there are no attractors. 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 becomes more concentrated around celestial bodies and is 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 special crystals and gemstones. While attractors control the amount of aether in an area that can be worked with, the aether is still in a static state and must be charged in order to be used.

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. All charged aether in a natural state will slowly charge surrounding static aether into the same state as the charged aether in small amounts, the initial charged aether slowly losing energy but gaining volume until all the aether involved becomes static again. Spells are usually designed to control charged aether to prevent this natural effect from happening.

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 energy 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 depicted as energy which travels in a straight line really fast. 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 that magic students 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 depicted as energy which travels in waves. This charged state of aether has a whole range of frequencies, with each band affecting a different physical element (except light). 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 bands:

[High Frequency] Time - Lightning - Fire - Wind - Ice - Water - Wood - Earth - Crystal - 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 specific direction or frequency. This form of aether is highly unstable and can greatly affect other charged states of aether, altering their specific charge and thus their purpose. If other charged states of aether are exposed to chaotic aether for long enough, it 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.

Interactions of Aether

Aether interacts with itself and the environment in many ways which can be dictated by certain aetheric laws.

Law of Conversion

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.

Aetherial Affinity

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.

  • Level 0 - Cannot feel the aetherial field at all, impossible to cast spells.
  • Level 1 - Very weak sensitivity to the aetherial field, massive effort required to cast the most basic spells.
  • Level 2 - Below average sensitivity to the aetherial field, able to cast simple spells of decent power with extensive training.
  • Level 3 - Average sensitivity to the aetherial field, can cast a good range of spells with great power given adequate training.
  • Level 4 - Above average sensitivity to the aetherial field, can cast very complex spells but has a hard time casting very powerful spells.
  • Level 5 - Extremely sensitive to the aetherial field, can cast the most complex spells but cannot cast powerful spells.

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.

Spell Complexity

The complexity of a spell is divided into different levels in relation to how difficult they are to produce.

  • 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.

-todo change and integrate this- 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 aetherial 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 compels them to do evil acts. The empathy of fairies can easily be shifted or changed by chaotic ether.

The Branches of Magic

The practice of magic is divided into several branches.

Elemental Branch

Medical Branch

Machina Branch

Animation Branch