Difference between revisions of "Aether"

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==Trans-Dimensional Branch==
 
==Trans-Dimensional Branch==
 
==Chaos Branch==
 
==Chaos Branch==
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'''(Forbidden)'''
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==Machina Branch==
 
==Machina Branch==

Revision as of 17:11, 29 September 2020

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

The practice of magic is divided into several different branches. All these branches together form The Aetherial Arts. Some branches are easy to master while others may only be accessible to races with sufficient aetherial talent.

Anima Branch

The anima branch is all about movement and behaviors, and is considered one of the most noble pursuits due to the immense amount of knowledge and training required. From self writing pens to golems, this branch covers everything related to how they act and the constructs involved in making the objects move on their own. Humanity has long considered this to be the safe alternative to the machina branch, but unfortunately humans do not possess enough control to fully harness the potential of this branch. The Aesiri on the other hand have excelled here, even going so far as to produce golems which can act independently using a standard set of behaviors.

Golems

Most golems are formed from wood, clay or shaped stones, and can perform basic functions such as carrying objects or simple combat. The material they consist of is infused with an intricate spell which can deform or move the material thus animating the golem. All behavior patterns and stored aetherial energy comes from the imbued spell, which is called the master manipulator. These spells are notoriously easy to dispel, which has rendered golems more useful for menial labor then any kind of combat. While Aesir can create more advanced golems which are capable of complex behavior, they are relatively weak and have a short life. Human-made golems are more basic in behavior but are more powerful, being able to lift heavier objects and live longer.

Defensive Branch

The defensive branch is about countering spells and generating barriers. This branch can be difficult to master, especially if the aspiring mage focuses on counter magic. Such spells are very complex and also require just the right amount of aether in order to work. In retrospect, barrier magic is far simpler and instead relies upon using large amounts of aether. Humans tend to focus on barriers while Aesir usually focus on counter magic.

Barrier Magic

Most aetherial barriers are simple and straightforward, they are basically a shell of aetherial energy which deflects spells and objects which collide with it. It's a lot more difficult to deflect a physical object then a spell in most cases, unless the spell involves elements like earth, metal, water, etc... Sometimes a more advanced barrier is required to defend against intricate spells. In cases like this, a barrier with interwoven layers is required. These more advanced barriers require a much higher level of training then basic shells.

Counter Magic

Counter magic is where the defensive branch is defined. Counter spells are extremely complex and require some foresight and intuition to use properly. First, the caster must account for the composition of the spell they are trying to counter and it's weaknesses, of which they likely won't know. In order to deal with the unknown, casters must include a variety of different constructs into their spell, and hope that one of them will successfully counter the opposing spell. In this regard, counter spells are not completely reliable and it may take several attempts before the right composition is made which will successfully dispel the opposing spell. There are cases where the counter spell must exactly match a certain composition in order to dispel a particular spell, rendering counter magic more ineffective as opposing spell complexity increases.

Perception Branch / Cognita Branch

The perception branch is all about augmenting the senses in order to detect things which would otherwise not be perceivable. This branch is rather limited, but does allow the user to detect aetherial anomalies and chaotic aether. Cognita branch is magic which alters thoughts.

Infusion Branch

The infusion branch has some similarities with the anima branch, except that the focus is on enhancing or modifying objects rather then animating them. Many infusion spells grant an object new abilities entirely, especially if runes are involved. Both humanity and the aesiri have invested heavily into this branch, since it plays a direct role in warfare. There are also more creative uses, such as using runes to create highly experimental and dangerous teleportation pads.

Enchanted Weapons

The discovery of enchanted weaponry changed the tides of battle during the Crimson War, enabling humanity to fight back against rapidly healing vampires. Enchanted weaponry still has a special place in the human arsenal, and is more diverse then ever before. From simple sharpness spells to elemental augments, there is no shortage of creative applications.

Runes

Runes allow the caster to store charged aether within objects and then release the energy when certain conditions are met. While this can also be done using standard infusion magic, runes are more accessible to less experienced casters. Complex rune arrangements can cast spells, however the conditional and behavioral logic is very limited. The biggest advantage of ruins is that they can't be dispelled. This makes them particularly useful against mages who specialize in counter magic.

Medical Branch

The medical branch is all about using spells to mend or modify living things. The process of manipulating individual cells in the body is an advanced art, and only races with high levels of control over the aetherial field are able to apply effective treatments to injuries. Both humanity and the aesiri have invested a great deal into this branch, as it directly impacts the integrity of the military.

Healing Magic

Healing magic is what defines the medical branch, and is all about manipulating cells in the body so that they heal faster or in a certain way. This practice takes a considerable amount of control, and while there are many aesiri who specialize in this type of magic, only the most gifted of humans are able to effectively practice it. Fortunately, this form of magic requires very little aetherial energy, making the most demanding aspect the complexity.

Alteration Magic

(Restricted)
Alteration magic is very dangerous as it can easily kill whatever it's used on if there are errors or unintended side effects. The goal of alteration magic is to modify a living organism in order to improve it or to grant new capabilities. Aspiring mages can only use this form of magic on sub-sentient organisms, any breach of this restriction could result in execution.

Elemental Branch

The elemental branch is the most straightforward branch of magic, directly corresponding to elemental magic. This branch is also a human specialty, since it requires large amounts of aetherial energy to be useful.

Fire Magic

A personal favorite for many among humanity, fire magic is direct and straight to the point. From fireballs to huge explosions, there is no limit to this branch's destructive potential. Fire spells require air, and can be nullified by water magic. The usual solution is to simply cast a more powerful spell which evaporates the water.

Wind Magic

Wind magic is useful for enhancing body movements. A soldier can enhance their speed and maneuverability with properly calibrated wind spells which push the body around. What happens if the spell wasn't properly calibrated? You will likely trip and fall from awkwardly placed wind gusts. Wind magic is also useful for immobilizing an opposing army, a sufficiently powerful enough gust of air can knock people down.

Water Magic

Water magic can be very effective but also costly. It takes more aetherial energy to move heavy water around then something light like fire or air, which means the caster will need to exert more stamina to match the effectiveness of other elemental magics. Water is more effective at immobilizing the enemy, a powerful wave of water will have a more potent kick then a gust of wind and can even push the enemy back. Water can also be made into a shield to block a fire spell, as long as the wall is thick enough. Having enough water available is also an issue.

Earth Magic

Earth magic is a good defense but a horrible offense. Due to the large amounts of aether required to move heavy rock around, earth magic is typically used to create walls and barriers which require minimal moving. In some cases trenches or other terrain configurations are used to make the land difficult for the enemy to traverse. Using rocks as projectiles is ineffective due to the large amounts of aether required. Triggering rock-slides is a potential strategy.

Ice Magic

This brand of elemental magic requires water, and consumes a massive amount of aether. It's main use is to freeze enemies in place, but can also be used to create solid walls and barriers.

Lightning Magic

The most demanding of the basic elemental magic types, lightning magic requires immense amounts of aetherial energy. A lightning mage will usually only be able to let out a few bolts before they are completely exhausted. Fortunately this kind of magic can be used almost anywhere, but it is not recommended to be used underwater.

Metal Magic

The manipulation of metal requires massive amounts of aetherial energy, making it useless in combat. It is useful in crafting however, allowing a mage to craft themselves a set of armor or a weapon when they otherwise would not be able to.

Trans-dimensional Branch

The trans-dimensional branch is a relatively new branch, and currently focuses solely on teleportation. The user will usually create a spell that manipulates the space element around them in order to appear somewhere nearby. This branch is very dangerous to the user and any teleportation distance further then 20 feet usually requires too much aetherial power to cast.

Temporal Branch

This is a theoretical branch of aetherial manipulation which is being studied by the aesiri. Since the element of space can be manipulated, it should be possible to manipulate the element of time, or so various scholars believe. There are no spells developed in this branch as of yet, only an excessive amount of theoretical research which has yet to be proven.

Chaos Branch

(Forbidden)
The chaos branch deals with the concept of manipulating chaotic aether, which in itself is considered impossible. Theoretical aetherialists have speculated the possibility of using a spell to perform all the calculations needed artificially, which would then be sent directly to the caster's mind to be used in manipulating the chaotic aether. Unfortunately there is no known race with enough proficiency in magic to create an effective spell for handling chaotic aether, thus making the whole concept useless.

Machina Branch

(Forbidden)
Machina is possibly the most interesting branch of magic. Unlike other branches, the machina branch requires a very complex understanding of multiple disciplines. Machina are basically machines powered by aetherial energy, but there are many complex interactions going on between the aetherial energy and the mechanical components. Important aspects on how machina function, such as the original aetherial energy source and how physical energy is used within machina are lost to modern scholars. In this respect there are more aspects related to machina which scholars fail to understand then they actually comprehend. Modern machina requires a constant stream of charged aether to be channeled into the device, making it extremely difficult for any race other then humanity to effectively utilize the machina device. Due to the branch being forbidden, scholars haven't been able to conduct any experiments which could unveil the mysteries surrounding machina. Ancient relics found from within the Ruins of Exodia have been studied, but this has only raised more questions. Historical accounts from the Exodian Era boast magnificent feats accomplished using machina, such as fully pseudo-sentient automatons capable of performing the same range of tasks as real humans and more. There are many eager to delve into the machina branch, but so long as it remains forbidden by human society there is no hope in the future for unraveling such mysteries.

The Aetherial Arts 2.0

Elemental Branch

Light Specialization

Shadow Specialization

Fire Specialization

Wind Specialization

Water Specialization

Ice Specialization

Sonic Specialization

Lightning Specialization

Earth Specialization

Divination Branch

Medical Branch

Infusion Branch

Enchantment Specialization

Runes Specialization

Psionic Branch

Mind Manipulation Specialization

Illusory Specialization

Glamor Specialization

Force Branch

Alteration Branch

Flesh-Crafting Specialization

Nature Manipulation Specialization

Cryptography Branch

Encryption Specialization

Decryption Specialization

Spatial Branch

Temporal Branch

Trans-Dimensional Branch

Chaos Branch

(Forbidden)

Machina Branch