Aether

From Amestria Wiki
Revision as of 23:05, 4 July 2019 by Blanclour (talk | contribs) (Affinity for Magic)
Jump to: navigation, search

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. The chaotic aether will also amplify the energy of affected 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, 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.

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 Friction

All charged states of aether will lose energy upon passing through static aether, converting some of the static aether into charged aether in the process. The size of the static body proportional to the charged body will increase or decrease the speed at which the charged body is discharged.

The Law of Variance

There are cases in which a greater body of charged aether will amplify a lesser body of charged aether. Such an example is when chaotic aether temporarily amplifies bodies of lesser charged aether. Some charged aether constructs within spells can be harmonious and amplify the power of the given construct. There are also constructs that may cause dissonance and disrupt or decrease the power of said construct and also any intersecting constructs.

The Law of Conversion

A greater body of charged aether will convert a portion of a lesser body of charged or static aether into the configuration of the greater body. The difference in size is proportional, and if the difference is large enough a lesser body of charged aether will be converted completely. A construct may be designed to intentionally reduce or negate this law, allowing the construct to deflect opposing aether instead. Chaotic aether counts as twice the energy or size of any other proportionally similar charged aetherial body. In order to fully convert a mass of chaotic aether into another charged state, the applied energy must be eight times more powerful then the chaotic aether. If the conversion energy is not powerful enough, there will be residual chaotic aether left behind.

The Law of Potential

The amount of aether available to charge in a given area is limited by the amount of static aether in said area.

The Law of Cohesion

Several configurations of charged aether can be combined into a construct, which is an intentional arrangement of charged aetherial energies designed to fulfill a purpose. Several constructs may be combined into an array, which can fulfill purposes that a single construct cannot. Constructs may be designed to counter or mitigate the effects of other aetherial laws, with sufficiently complex arrays being fully self sufficient and using naturally occurring charged aether to sustain it's existence. Constructs and arrays must be designed to deflect foreign constructs and arrays unless during intentional integration, otherwise there could be unpredictable consequences from an intersection. Extracting a configuration from a construct will cause the construct to disperse, possibly with severe consequences. Constructs in an array can be safely detached without dispersing other constructs, but may cause problems if other constructs in the array are interdependent on said construct.

The Law of Element

Certain kinds of elemental magic require the element to be present in order to function. Water and ice require a liquid in order to work. Fire and lightning may be cast without the element present. Fire will only generate heat and no flame in the absence of air.

The Law of Mind

Aether can be charged and configured by concentrated thought, however the individual must be able to feel the aetherial field in order to manipulate it. Aether which is already charged is more easily modified then static aether which must be charged first. Certain crystals have been known to emulate the effects of the mind on aether, allowing for autonomous spell casting. Charging and configuring aether drains the stamina of the individual, and is proportional to the amount of aether being charged. A mind that is more sensitive to the aetherial field typically cannot empower the aether as much as a less sensitive mind but has greater control over the precise configuration of said aether. Training can reduce the stamina drain of charging and configuring aether, but will never completely eliminate it. There is no known mind that can directly manipulate chaotic aether, it is theorized it would take an infinitely complex mind to control chaotic aether (thus bringing order to chaos).

The Law of Chaos

It is possible for random interactions of aether or physical energy to reproduce the law of mind and create an artificial configuration of aether. Living things may also reproduce the law of mind by mere accident, allowing for the formations of artificial configurations. This phenomenon may explain the formation of anomalies and semi-sentient aetherial beings present in Amestria.

Casting Spells

Any intentional combination of charged aetherial energies 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.

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. For radiant aether this may be the speed or arc that it travels in, or for resonant aether it might be the frequency. 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 that 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.

Arrays

Arrays are collections of constructs that have been designed to work together. The most advanced spells almost always use arrays, as it is easier then trying to combine everything into a single construct. Certain races are sensitive enough to the aetherial field to cast arrays that can create it's own additional constructs and modify existing ones based on a template design. It is theorized that arrays with the ability to create custom constructs not based on templates is possible, but well outside the skill level of any currently known disciple of magic.

Affinity for Magic

A race's ability to feel the aetherial field determines the power and complexity of their spells. The ability to draw power in spells tapers off in both low sensitivity and high sensitivity directions, with the middle being the sweet spot. The complexity of spells increases with field sensitivity, but with the drawback of less power past an average sensitivity.

  • 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 while drawing a moderate amount of aether.
  • Level 3 - Average sensitivity to the aetherial field, can cast typical spells while drawing massive amounts of aether but extensive training is required.
  • 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 Power

The power of a spell is divided into different classes, each class reflecting how powerful the spell 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, it could destroy Amestria.
  • Class 7 - A spell capable of destroying Amestria and nearby celestial bodies.

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

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.

The Branches of Magic

The practice of magic is divided into several branches.

todo

elemental, medical, machina, anima, ect