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.

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

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.

Sonic 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 would otherwise be unable to witness.

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 a counterspell 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 the militaries of nations which possess an advanced understanding of the aetherial arts.

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 a complex one. 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 effective 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.

Glamor 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.