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= Resonance =
= Resonance =
Resonance is the magic system of Drakomere. The magic is closely tied to the Three, and comes in expressions of the holy number, three. One who uses Resonance is a Mage<br>
Resonance is the magic system of Drakomere. The magic is closely tied to the Three, and comes in expressions of the holy number, three. One who uses Resonance is a Mage.<br>
Resonance is the power that fuels all of the magic in Drakomere. In the real world, some amount of heat energy is lost to the universe and becomes useless, thus resulting in a slow increase of entropy. However, in Drakomere, that lost heat energy is quickly converted to Resonance. Under a microscope, Resonance looks like a transparent red blood cell, with a very faint glow of either blue, green, or red, but is otherwise invisible. Resonance also gives off a soft hum directly relating to the Tone it was most recently used for. This is extremely soft and only becomes noticeable if a large amount of Resonance begins to congregate. Because of this, large cities where Resonance is constantly produced have a natural hum to them, that’s unique to each city.<br>
Resonance is the power that fuels all of the magic in Drakomere. In the real world, some amount of heat energy is lost to the universe and becomes useless, thus resulting in a slow increase of entropy. However, in Drakomere, that lost heat energy is quickly converted to Resonance. Under a microscope, Resonance looks like a transparent red blood cell, with a very faint glow of either blue, green, or red, but is otherwise invisible. Resonance also gives off a soft hum directly relating to the Tone it was most recently used for. This is extremely soft and only becomes noticeable if a large amount of Resonance begins to congregate. Because of this, large cities where Resonance is constantly produced have a natural hum to them, that’s unique to each city.<br>
Resonance is used to cast magic by attuning it to one of the Tones. This is done via Focusing Acts, at least two of which are usually required. Mage's need to consciously choose to allow Resonance to fill them, and it is stored in the blood. The amount of Resonance that can be concentrated in one's blood is different for each Mage, but typically the most skill a Mage has, the more Resonance they can hold at one time. Mages can then attune this Resonance to the various Tones they have access to, thus exerting magical influence over the world.
Resonance is used to cast magic by attuning it to one of the Tones. This is done via Focusing Acts, at least two of which are usually required. Mage's need to consciously choose to allow Resonance to fill them, and it is stored in the blood. The amount of Resonance that can be concentrated in one's blood is different for each Mage, but typically the most skill a Mage has, the more Resonance they can hold at one time. Mages can then attune this Resonance to the various Tones they have access to, thus exerting magical influence over the world.


== Geneolurgy ==
Geneolurgy refers to the softer side of magic in Drakomere. As something gains reverence, stories are told about it, and its legend grows, the world begins to shift to better accommodate for that. This is only truly observable over the massive timescales Drakomere has. An example of this in action is the Wanderlust. What began as an Ork that decided to travel the world to tell stories has since developed into a mantle of power. He passed down the mantle to his protege, she passed the mantle to hers, and so on. As it went on, and stories were told of the Wanderlust and the legend grew, the power innate to mantle did as well. Now, when one bears the title Wanderlust, they gain expert knowledge on how to play all instruments, they speak all languages fluently, and gain the knowledge of all stories known by the previous Wanderlusts. This power was not gained via weaving of magic, but rather as the fame of the Wanderlust has grown over tens of thousands of years, Resonance begins to be imprinted from the stories, weaving the Tones to empower those the stories tell about.<br>
Next to no one in the world of Drakomere knows of Geneolurgy, and the few that have their suspicions keep them quiet for fear that spreading the word of Geneolurgy will increase its power and make it more volatile, eventually snowballing to a single madman being able to recreate the world his broken mind sees it merely by raving about it. Geneolurgy primarily uses Khaagaazh, creation energy, to make these changes and alterations.


== Melodies ==
== Melodies ==
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Each Melody has three Harmonies contained within it, each of these is associated with a Subcaster, a vice and a virtue, and a secondary member of the Three (and thus their Realm and Dragon Type).<br>
Each Melody has three Harmonies contained within it, each of these is associated with a Subcaster, a vice and a virtue, and a secondary member of the Three (and thus their Realm and Dragon Type).<br>
The Harmonies are the nine subdivisions of the Tones, three for each of the Melodies, and each with a Subcaster associated with it.<br>
The Harmonies are the nine subdivisions of the Tones, three for each of the Melodies, and each with a Subcaster associated with it.<br>
*The Arcane Subcasters are the Psion for Evocation, the Bard for Manipulation, and the Magus for Abjuration.<br>
*The Arcane Subcasters are the Psion for Evocation, the Minstrel for Manipulation, and the Magus for Abjuration.<br>
Evocation has quick and sudden bursts of power, mostly for destruction. Manipulation affects the minds of other Creatures in various ways. Abjuration negates various forces, the exact identity being determined by Tone.
Evocation has quick and sudden bursts of power, mostly for destruction. Manipulation affects the minds of other Creatures in various ways. Abjuration negates various forces, the exact identity being determined by Tone.
*The Divine Subcasters are the Paladin for Regeneration, the Thaumaturge for Divination, and the Witch for Degeneration.<br>
*The Divine Subcasters are the Thaumaturge for Regeneration, the Oracle for Divination, and the Witch for Degeneration.<br>
Regeneration allows for the healing of Creatures. Divination allows for the seeing of other places, thoughts, and times. Degeneration allows for the harming of Creatures.<br>
Regeneration allows for the healing of Creatures. Divination allows for the seeing of other places, thoughts, and times. Degeneration allows for the harming of Creatures.<br>
*The Primal Subcasters are the Shaman for Transmutation, the Warlock for Conjuration, and the Warden for Dynamancy.<br>
*The Primal Subcasters are the Shaman for Transmutation, the Warlock for Conjuration, and the Warden for Dynamancy.<br>
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| Evocation || [[Psion]] || Anger || Temperance || Tiamat || The Sea || Metallic Dragons
| Evocation || [[Psion]] || Anger || Temperance || Tiamat || The Sea || Metallic Dragons
|-
|-
| Manipulation || [[Bard]] || Deceit || Humility || Ouroboros || The Earth || Vegetative Dragons
| Manipulation || [[Minstrel]] || Deceit || Humility || Ouroboros || The Earth || Vegetative Dragons
|-
|-
| Abjuration || [[Magus]] || Fear || Equanimity || Quetzalcoatl || The Sky || Crystalline Dragons
| Abjuration || [[Magus]] || Fear || Equanimity || Quetzalcoatl || The Sky || Crystalline Dragons
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! Harmony !! Subcaster !! Vice !! Virtue !! Secondary God !! Secondary Realm !! Secondary Dragon Type
! Harmony !! Subcaster !! Vice !! Virtue !! Secondary God !! Secondary Realm !! Secondary Dragon Type
|-
|-
| Regeneration || [[Paladin]] || Sloth || Courage || Quetzalcoatl || The Sky || Crystalline Dragons
| Regeneration || [[Thaumaturge]] || Sloth || Courage || Quetzalcoatl || The Sky || Crystalline Dragons
|-
|-
| Divination || [[Thaumaturge]] || Craving || Veracity || Ouroboros || The Earth || Vegetative Dragons
| Divination || [[Oracle]] || Craving || Veracity || Ouroboros || The Earth || Vegetative Dragons
|-
|-
| Degeneration || [[Witch]] || Avarice || Peace || Tiamat || The Sea || Metallic Dragons
| Degeneration || [[Witch]] || Avarice || Peace || Tiamat || The Sea || Metallic Dragons
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== Tones ==
== Tones ==
Each Harmony has three Tones, which totals out to twenty seven Tones of Magic, nine for each Melody. Each Tone is associated with an Origin Lineage, a Region, and a specific kind of Dragon.<br>
Each Harmony has three Tones, which totals out to twenty seven Tones of Magic, nine for each Melody. Each Tone is associated with an Origin Lineage, a Region, and a specific kind of Dragon.<br>
=== Arcane Harmonies ===
==== Evocation Tones ====
{| class="wikitable"
{| class="wikitable"
|+ Evocation Harmonies
|+ Evocation Harmony
|-
|-
! Harmony !! Dragon !! Origin Lineage !! Region
! Harmony !! Dragon !! Origin Lineage !! Region
|-
|-
| Infusion || [[Polonium Dragon]] || [[Infused]] || The Chaos
| [[Infusion]] || [[Polonium Dragon]] || [[Infused]] || The Chaos
|-
|-
| Kineticism || [[Gallium Dragon]] || [[Aguinn]] || The Archipelago
| [[Kineticism]] || [[Gallium Dragon]] || [[Aguinn]] || The Archipelago
|-
|-
| Animation || [[Mercury Dragon]] || [[Gnome]] || Steelshroud
| [[Animation]] || [[Mercury Dragon]] || [[Gnome]] || Steelshroud
|}
|}
<br>
<br>
'''Infusion.''' Infusion (power over the elemental ideals)<br>
'''Infusion''' is power over elemental power, this is done typically in one of two ways. The first is by converting Resonance into fairly unstable matter. For example, this could be creating fire in the form of hot gas and plasma that soon dissipates, or solid water as ice which quickly melts. The second is moving or expanding already existing matter, such as causing stone spikes to grow out of the ground, or moving the air around you at gale force speeds.<br>
'''Kineticism.''' Kineticism is the process of converting Resonance directly into kinetic energy (power over energy conversion)<br>
'''Kineticism''' is power over energy conversion. The more simple form of this manifests as turning Resonance directly into various kinds of energy, like chemical, potential, kinetic, or heat. However, more skilled Mages can use Kineticism to convert existing types of energy between each other, like causing a flying arrow's kinetic energy to convert back into potential energy, causing it to lose all momentum.<br>
'''Animation.''' (the ability to invest consciousness into objects, and sapience into objects and non-sapient creatures)
'''Animation''' is the the black sheep of Evocation, and is the ability to grant inanimate objects some form of consciousness. This gives them the ability to move around and follow instructor's, typically the Mage's. As skill with Animation grows, the instructions can get more complex, and the ability and potential size of the object animated increases. Very powerful and skillful Animation can be used to grant both temporary and permanent sapience to objects and non-sapient creatures, such as making a book or animal a fully realized individual with their own thoughts, personalities, desires, and identity.
<br>
<br>
==== Manipulation Tones ====
{| class="wikitable"
{| class="wikitable"
|+ Manipulation Harmonies
|+ Manipulation Harmony
|-
|-
! Harmony !! Dragon !! Origin Lineage !! Region
! Harmony !! Dragon !! Origin Lineage !! Region
|-
|-
| Illusion || [[Bismuth Dragon]] || [[Lumen]] || Stellarsiege
| [[Illusion]] || [[Bismuth Dragon]] || [[Lumen]] || Stellarsiege
|-
|-
| Enchantment || [[Indium Dragon]] || [[Croaken]] || Stormwood
| [[Enchantment]] || [[Indium Dragon]] || [[Croaken]] || Stormwood
|-
|-
| Domination || [[Thallium Dragon]] || [[Human]] || Wild Plains
| [[Domination]] || [[Thallium Dragon]] || [[Human]] || Wild Plains
|}
|}
<br>
<br>
'''Illusion.''' (altering a Creature’s perception)<br>
'''Illusion''' is the ability to alter another's perception and senses. Such as seeing something that isn't there, hearing voices or sounds that do not exist, or feeling the burning pain of a fire that is nowhere to be seen. As the skill and power of the Mage grows, the false sensory input made can become larger, more complex, longer lasting, and more vivid or realistic.<br>
'''Enchantment.''' (altering a Creature’s thoughts)<br>
'''Enchantment''' is the ability to alter another's thoughts. This allows a Mage to influence the mind, placing ideas and desires that are not inherent to the target being influenced. As a Mage's power and skill grows, the intensity and complexity of the thoughts does too. Initially, they are often simple, such as making someone think "I need to eat" or "these are my friends", to much more complex thoughts about the nature of good and evil, or someone's very identity.<br>
'''Domination.''' (altering a Creature’s actions)<br>
'''Domination''' is the ability to alter another's actions. On a basic level it is sending impulses to a target's brain, causing their muscles to move in specific ways against the will of the target. As the power and skill of the Mage grows, what might initially started as influencing quick, jerky movements, or random sudden shouts, can become long term, total control of a target's actions and speech, while being almost subconscious for the Mage.<br>
 
==== Abjuration Tones ====
{| class="wikitable"
{| class="wikitable"
|+ Abjuration Harmonies
|+ Abjuration Harmony
|-
|-
! Harmony !! Dragon !! Origin Lineage !! Region
! Harmony !! Dragon !! Origin Lineage !! Region
|-
|-
| Negation || [[Aluminum Dragon]] || Dwoliath ([[Dwarf]]/[[Jotunn]] || Drakion
| [[Negation]] || [[Aluminum Dragon]] || Dwoliath ([[Dwarf]]/[[Jotunn]] || Drakion
|-
|-
| Protection || [[Tin Dragon]] || Stoneling ([[Stonebloom]]) || Stonebloom Plateau
| [[Protection]] || [[Tin Dragon]] || Stoneling ([[Stonebloom]]) || Stonebloom Plateau
|-
|-
| Contradynation || [[Lead Dragon]] || [[Plumbite]] || Twisted Lands
| [[Contradynation]] || [[Lead Dragon]] || [[Plumbite]] || Twisted Lands
|}
|}
<br>
<br>
'''Negation.''' (protection against the magical)<br>
'''Negation''' is protection from Resonance. In it's simplest form this would be a temporary shield to protect against the offensive magic of another Mage. In a more complex form, this could be an armor-like encasing around a target that lasts a couple hours, blocking magic, or a lasting, permanent anti-magic shield around an entire city that feeds off the ambient Resonance in the air.<br>
'''Protection.''' (protection against the physical)<br>
'''Protection''' is protection from matter and energy. Simple expressions of Protection are temporary shields to block arrows or sword blows, to more permanent enhancements to city walls or shields.<br>
'''Contradynation.''' (protection against the forces of the world)
'''Contradynation''' is protection from the forces of nature, such as gravity, electromagnetism, and radiation (the Tones featured in Dynamancy). While being directly used against Wardens or Druids using Dynamancy, it can also be used to temporarily negate these effects on a target, such as reducing how much gravity pulls on someone, or from radioactive materials (such as permanent Contradynation wards are typically set up in communities with large populations of [[Polonium Dragon|Polonium]] and [[Indium Dragon|Indium Dragons]]
<br>
<br>
=== Divine Harmonies ===
==== Regeneration Tones ====
{| class="wikitable"
{| class="wikitable"
|+ Regeneration Harmonies
|+ Regeneration Harmony
|-
|-
! Harmony !! Dragon !! Origin Lineage !! Region
! Harmony !! Dragon !! Origin Lineage !! Region
|-
|-
| Mending || [[Quartz Dragon]] || [[Vespoid]] || Twisted Lands
| [[Mending]] || [[Quartz Dragon]] || [[Vespoid]] || Twisted Lands
|-
|-
| Vitalizing || [[Beryl Dragon]] || [[Highborne]] || Wild Plains
| [[Vitalizing]] || [[Beryl Dragon]] || [[Highborne]] || Wild Plains
|-
|-
| Curing || [[Jade Dragon]] || [[Troll]] || Stormwood
| [[Curing]] || [[Jade Dragon]] || [[Troll]] || Stormwood
|}
|}
<br>
<br>
'''Mending.''' (repairing of physical injuries)<br>
'''Mending''' is the ability to heal physical injuries, such as cuts, bruises, broken bones, or concussions. As a Mage's skill and power grow, the potential complexity, size, and severity of the injury, as well as the time-since-injury also increase, with the most powerful and skillful use of Mending having the ability to correct birth defects or life-long paralysis.<br>
'''Vitalizing.''' (repairing of spiritual injuries)<br>
'''Vitalizing''' is the ability to heal spiritual injuries, such as aberrant curses, madness, trauma, or corruption. As a Mage's skill and power grow, the potential intensity, depth of corruption, and time since the injury also increase. The most skilled Mages can use Vitalizing to heal deep madness inflicted upon an infant by an Aberrant Lord, while beginner Mages may only be able to end the effects of a basic Enchantment spell.<br>
'''Curing.''' (repairing of sickness)
'''Curing''' is the ability to heal illnesses, such as the common cold or the flu, growing to tuberculosis or allergies, with the most powerful Mages being able to heal cancers or terminal illnesses.
<br>
<br>
==== Divination Tones ====
{| class="wikitable"
{| class="wikitable"
|+ Divination Harmonies
|+ Divination Harmony
|-
|-
! Harmony !! Dragon !! Origin Lineage !! Region
! Harmony !! Dragon !! Origin Lineage !! Region
|-
|-
| Scrying || [[Carbonite Dragon]] || [[Anansi]] || Stellarsiege
| [[Scrying]] || [[Carbonite Dragon]] || [[Anansi]] || Stellarsiege
|-
|-
| Augury || [[Diamond Dragon]] || [[Kobold]] || Drakion
| [[Augury]] || [[Diamond Dragon]] || [[Kobold]] || Drakion
|-
|-
| Clairvoyance || [[Oxidite Dragon]] || [[Saurian]] || Stonebloom Plateau
| [[Clairvoyance]] || [[Oxidite Dragon]] || [[Saurian]] || Stonebloom Plateau
|}
|}
<br>
<br>
'''Scrying.''' (the seeing of other places)<br>
'''Scrying''' is the ability to see another place. Simple Scrying is seeing the room one is currently in from a different perspective, while powerful Scrying might be seeing an entire city on a different continent in detail all at once.<br>
'''Augury.''' (the seeing of other times)<br>
'''Augury''' is the ability to see another time. Simple Augury is seeing a few minutes in the past or the potential future in a few seconds, while powerful Augury can see histories of entire civilizations or myriad potential futures reaching years past the present.<br>
'''Clairvoyance.''' (the seeing of other thoughts)
'''Clairvoyance''' is the ability to see another's thoughts. simple Clairvoyance is hearing one nearby person's thoughts in the moment, while powerful Clairvoyance might be learning the past hour of multiple target's thoughts, miles away.
<br>
<br>
==== Degeneration Tones ====
{| class="wikitable"
{| class="wikitable"
|+ Degeneration Harmonies
|+ Degeneration Harmony
|-
|-
! Harmony !! Dragon !! Origin Lineage !! Region
! Harmony !! Dragon !! Origin Lineage !! Region
|-
|-
| Wounding || [[Garnet Dragon]] || [[Ork]] || Steelshroud
| [[Wounding]] || [[Garnet Dragon]] || [[Ork]] || Steelshroud
|-
|-
| Wither || [[Topaz Dragon]] || [[Deepling]] || Chaos
| [[Wither]] || [[Topaz Dragon]] || [[Deepling]] || Chaos
|-
|-
| Plague || [[Zircon Dragon]] || [[Hathinn]] || Archipelago
| [[Plague]] || [[Zircon Dragon]] || [[Hathinn]] || Archipelago
|}
|}
<br>
<br>
'''Wounding.''' (the causing of physical injury)<br>
'''Wounding''' is the ability to cause physical injuries, such as cuts, bruises, broken bones, or concussions. As a Mage's skill and power grow, the potential complexity, size, and severity of the injury also increase, with the most powerful and skillful use of Wounding having the ability to cause birth defects or life-long paralysis.<br>
'''Wither.''' (the cause of spiritual injury)<br>
'''Wither''' is the ability to cause spiritual injuries, such as aberrant curses, madness, trauma, or corruption. As a Mage's skill and power grow, the potential intensity and depth of corruption also increase. The most skilled Mages can use Wither to cause deep madness such as that inflicted by an Aberrant Lord or long-lasting trauma as if the target received it over the course of childhood, while beginner Mages may only be able cause minor traumatic episodes.<br>
'''Plague.''' (the causing of sickness)
'''Plague''' is the ability to cause illnesses, such as the common cold or the flu, growing to tuberculosis or allergies, with the most powerful Mages being able to cuase cancers or terminal illnesses.
<br>
<br>
=== Primal Harmonies ===
==== Transmutation Tones ====
{| class="wikitable"
{| class="wikitable"
|+ Transmutation Harmonies
|+ Transmutation Harmony
|-
|-
! Harmony !! Dragon !! Origin Lineage !! Region
! Harmony !! Dragon !! Origin Lineage !! Region
|-
|-
| Alchemy || [[Algae Dragon]] || [[Triton]] || Archipelago
| [[Alchemy]] || [[Algae Dragon]] || [[Triton]] || Archipelago
|-
|-
| Fabrication || [[Lycophyte Dragon]] || [[Doppleganger]] || Chaos
| [[Fabrication]] || [[Lycophyte Dragon]] || [[Doppleganger]] || Chaos
|-
|-
| Modification || [[Flowering Dragon]] || [[Beastfolk]] || Wild Plains
| [[Modification]] || [[Flowering Dragon]] || [[Beastfolk]] || Wild Plains
|}
|}
<br>
<br>
'''Alchemy.''' (changing an objects material<br>
'''Alchemy''' is the ability to change what an object is made of, such as changing a log of wood, into a log of stone or iron, its shape and size will remain the same, but it will be made entirely of the new material. The most simple form of Alchemy is turning a single periodic element, like an ingot of iron, into another single periodic element, like an ingot of gold. More skilled users of Alchemy can use it to target compounds, and then further to change the object into a compound rather a single periodic element, such as wood into water, or steel.<br>
'''Fabrication.''' (changing an objects form)<br>
'''Fabrication''' is the ability to change an objects form, such as changing a log of wood into a wooden chair. This does not alter the substance of the object altered, the new wooden chair is made entirely of the same wood as the log it previously was. More skill with Fabrication allows more complex materials to be used, as well as larger and more complex objects to be made.<br>
'''Modification.''' (changing an objects capabilities)
'''Modification''' is the ability to change an objects capabilities, such as change a log of wood to be tougher, more brittle, larger, or smaller. The intensity and complexity of these changes increases with a Mage's skill, with the most powerful users of Modification able to even affect living things, bolstering their allies abilities to fight, or enfeebling their foes.
<br>
<br>
==== Conjuration Tones ====
{| class="wikitable"
{| class="wikitable"
|+ Conjuration Harmonies
|+ Conjuration Harmony
|-
|-
! Harmony !! Dragon !! Origin Lineage !! Region
! Harmony !! Dragon !! Origin Lineage !! Region
|-
|-
| Transportation || [[Liverwort Dragon]] || [[Elf]] || Drakion
| [[Transportation]] || [[Liverwort Dragon]] || [[Elf]] || Drakion
|-
|-
| Geneomancy || [[Gnetophyte Dragon]] || [[Phrenian]] || Twisted Lands
| [[Geneomancy]] || [[Gnetophyte Dragon]] || [[Phrenian]] || Twisted Lands
|-
|-
| Chronomancy || [[Gingko Dragon]] || [[Ogre]] || Stormwood
| [[Chronomancy]] || [[Gingko Dragon]] || [[Ogre]] || Stormwood
|}
|}
<br>
<br>
'''Transportation.''' (altering position in space)<br>
'''Transportation''' is the ability to alter position in space. Starting with teleporting oneself a few feet, as the Mage's power grows, they are able to transport others miles.<br>
'''Geneomancy.''' (drawing the Geneolurgical Narrative Ideal and making it manifest in reality)<br>
'''Geneomancy''' is the ability to use Resonance to draw on the Narrative Ideal made from Geneolurgy, to create matter, usually that is alive, though it is temporary. For example, Geneomancy could be used to summon a horse, this horse would be the average sum-total of all stories and legends told about horses, the bog-standard, Narrative and philosophical Ideal of "horse". The more powerful the Mage is, the more powerful and complex the object or creature they are attempting to summon can be. Beginner Mages might be able to summon forth a dagger that lasts long enough to stab and opponent, while the most powerful might be able to permanently summon a sapient being, such as a Human or Kobold, or temporarily summon aspects of mythological creatures such as One-Eyed Flame, or even the Three themselves.<br>
'''Chronomancy.''' (altering position in time)
'''Chronomancy''' is the ability to alter how time affects a person or object, speeding it up or slowing it down. In its simplest form it can be used to slow down time for the Mage, making them appear to move quicker, or to speed up time for the Mage, allowing them to pass through a day more quickly. In more powerful forms Chronomancy can debilitate enemy lines by slowing them down, or enhance whole groups of allies, speeding them up, or even used very specifically, oxidizing and rusting the weapons of an opposing force in mere seconds. Legends are told of incredibly powerful use of Chronomancy fueled by Khaagaazh for traveling entirely into the past or future, but the veracity of these claims is unknown.
<br>
<br>
==== Dynamancy Tones ====
{| class="wikitable"
{| class="wikitable"
|+ Dynamancy Harmonies
|+ Dynamancy Harmony
|-
|-
! Harmony !! Dragon !! Origin Lineage !! Region
! Harmony !! Dragon !! Origin Lineage !! Region
|-
|-
| Graviturgy || [[Conifer Dragon]] || [[Crystalkin]] || Stellar Siege
| [[Graviturgy]] || [[Conifer Dragon]] || [[Crystalkin]] || Stellar Siege
|-
|-
| Electromagneturgy || [[Fern Dragon]] || Stoneling ([[Stonebloom]]) || Stonebloom Plateau
| [[Electromagneturgy]] || [[Fern Dragon]] || Stoneling ([[Stonebloom]]) || Stonebloom Plateau
|-
|-
| Radiurgy || [[Moss Dragon]] || [[Faerie]] || Steelshroud
| [[Radiurgy]] || [[Moss Dragon]] || [[Faerie]] || Steelshroud
|}
|}
'''Graviturgy.''' (power over gravity)<br>
'''Graviturgy''' is power over gravity, being able to increase or decrease the intensity of how it affects the targets. In its simplest form it may be able to affect specific people or objects directly touched, while in its most powerful a Mage could suspend entire battlefields in mid-air or bring them crashing to the ground and binding them there.<br>
'''Electromagneturgy.''' (power over magneitc pushes, pulls, pulses, fields, and electricity)<br>
'''Electromagneturgy''' is power over electromagnetism, magnetic pushes, pulls, pulses, fields, and electricity. Weak Electromagneturgy could be pulling two metals together, or exerting magnetic pressure on an enemy blade before it strikes true, or small, short ranged electric shocks. Powerful Electromagneturgy can create fields of electricity frying the ground or pulling all metal into one location very forcefully.<br>
'''Radiurgy.''' (Power over both non-ionizing, and ionizing radiation)
'''Radiurgy''' is power over radiation. The weakest forms of Radiurgy can cause slight muddying of the senses and nausea, while powerful Radiurgy can create super-heated lasers or fields of paralyzing nausea and vomiting.

Latest revision as of 12:07, 24 September 2026

Resonance

Resonance is the magic system of Drakomere. The magic is closely tied to the Three, and comes in expressions of the holy number, three. One who uses Resonance is a Mage.
Resonance is the power that fuels all of the magic in Drakomere. In the real world, some amount of heat energy is lost to the universe and becomes useless, thus resulting in a slow increase of entropy. However, in Drakomere, that lost heat energy is quickly converted to Resonance. Under a microscope, Resonance looks like a transparent red blood cell, with a very faint glow of either blue, green, or red, but is otherwise invisible. Resonance also gives off a soft hum directly relating to the Tone it was most recently used for. This is extremely soft and only becomes noticeable if a large amount of Resonance begins to congregate. Because of this, large cities where Resonance is constantly produced have a natural hum to them, that’s unique to each city.
Resonance is used to cast magic by attuning it to one of the Tones. This is done via Focusing Acts, at least two of which are usually required. Mage's need to consciously choose to allow Resonance to fill them, and it is stored in the blood. The amount of Resonance that can be concentrated in one's blood is different for each Mage, but typically the most skill a Mage has, the more Resonance they can hold at one time. Mages can then attune this Resonance to the various Tones they have access to, thus exerting magical influence over the world.

Geneolurgy

Geneolurgy refers to the softer side of magic in Drakomere. As something gains reverence, stories are told about it, and its legend grows, the world begins to shift to better accommodate for that. This is only truly observable over the massive timescales Drakomere has. An example of this in action is the Wanderlust. What began as an Ork that decided to travel the world to tell stories has since developed into a mantle of power. He passed down the mantle to his protege, she passed the mantle to hers, and so on. As it went on, and stories were told of the Wanderlust and the legend grew, the power innate to mantle did as well. Now, when one bears the title Wanderlust, they gain expert knowledge on how to play all instruments, they speak all languages fluently, and gain the knowledge of all stories known by the previous Wanderlusts. This power was not gained via weaving of magic, but rather as the fame of the Wanderlust has grown over tens of thousands of years, Resonance begins to be imprinted from the stories, weaving the Tones to empower those the stories tell about.
Next to no one in the world of Drakomere knows of Geneolurgy, and the few that have their suspicions keep them quiet for fear that spreading the word of Geneolurgy will increase its power and make it more volatile, eventually snowballing to a single madman being able to recreate the world his broken mind sees it merely by raving about it. Geneolurgy primarily uses Khaagaazh, creation energy, to make these changes and alterations.

Melodies

The Melodies are the three major divisions of the Tones. These are Arcane, Divine, and Primal. These are wielded in their entirety by the three Archcaster Classes, The Wizard for Arcane, the Cleric for Divine, and the Druid for Primal. Wizards access their magic due to study of how Arcane magic works on a fundamental, scientific level. Clerics access their magic through faith and devotion to a higher power, drawing on the Khaagaazh from the Geneolurgical Identity that false god has gained (eg. a Cleric who worships One-Eyed Flame), or from one of the Three directly. Druids access their magic by drawing it from the Khaagaazh tuned to each Region.
Each Melody is also associated with one of the Three, the Realm and type of Dragons that god rules over, and the Archcaster that has access to it.

Magical Melodies
Melody Archcaster Dragon God Realm Dragon Type
Arcane Wizard Tiamat The Sea Metallic Dragons
Divine Cleric Quetzalcoatl The Sky Crystalline Dragons
Primal Druid Ouroboros The Earth Vegetative Dragons


Harmonies

Each Melody has three Harmonies contained within it, each of these is associated with a Subcaster, a vice and a virtue, and a secondary member of the Three (and thus their Realm and Dragon Type).
The Harmonies are the nine subdivisions of the Tones, three for each of the Melodies, and each with a Subcaster associated with it.

  • The Arcane Subcasters are the Psion for Evocation, the Minstrel for Manipulation, and the Magus for Abjuration.

Evocation has quick and sudden bursts of power, mostly for destruction. Manipulation affects the minds of other Creatures in various ways. Abjuration negates various forces, the exact identity being determined by Tone.

  • The Divine Subcasters are the Thaumaturge for Regeneration, the Oracle for Divination, and the Witch for Degeneration.

Regeneration allows for the healing of Creatures. Divination allows for the seeing of other places, thoughts, and times. Degeneration allows for the harming of Creatures.

  • The Primal Subcasters are the Shaman for Transmutation, the Warlock for Conjuration, and the Warden for Dynamancy.

Transmutation turns one thing into another thing or changes something in some way. Conjuration changes something or someone’s place in space or time. Dynamancy manipulates the forces of nature, the Dynamos like electricity, magnetism, and gravity.
Subcasters, while having access to less Tones than Archcasters, have greater power and skill over the Tones they do have.
(Also in general, a Sub-Caster will have access to two Tones in their Harmony and one Tone from their Melody.)


Arcane Harmonies
Harmony Subcaster Vice Virtue Secondary God Secondary Realm Secondary Dragon Type
Evocation Psion Anger Temperance Tiamat The Sea Metallic Dragons
Manipulation Minstrel Deceit Humility Ouroboros The Earth Vegetative Dragons
Abjuration Magus Fear Equanimity Quetzalcoatl The Sky Crystalline Dragons


Divine Harmonies
Harmony Subcaster Vice Virtue Secondary God Secondary Realm Secondary Dragon Type
Regeneration Thaumaturge Sloth Courage Quetzalcoatl The Sky Crystalline Dragons
Divination Oracle Craving Veracity Ouroboros The Earth Vegetative Dragons
Degeneration Witch Avarice Peace Tiamat The Sea Metallic Dragons


Primal Harmonies
Harmony Subcaster Vice Virtue Secondary God Secondary Realm Secondary Dragon Type
Transmutation Shaman Envy Munificence Quetzalcoatl The Sky Crystalline Dragons
Conjuration Warlock Avoidance Moderation Ouroboros The Earth Vegetative Dragons
Dynamancy Warden Pride Diligence Tiamat The Sea Metallic Dragons

Tones

Each Harmony has three Tones, which totals out to twenty seven Tones of Magic, nine for each Melody. Each Tone is associated with an Origin Lineage, a Region, and a specific kind of Dragon.

Arcane Harmonies

Evocation Tones

Evocation Harmony
Harmony Dragon Origin Lineage Region
Infusion Polonium Dragon Infused The Chaos
Kineticism Gallium Dragon Aguinn The Archipelago
Animation Mercury Dragon Gnome Steelshroud


Infusion is power over elemental power, this is done typically in one of two ways. The first is by converting Resonance into fairly unstable matter. For example, this could be creating fire in the form of hot gas and plasma that soon dissipates, or solid water as ice which quickly melts. The second is moving or expanding already existing matter, such as causing stone spikes to grow out of the ground, or moving the air around you at gale force speeds.
Kineticism is power over energy conversion. The more simple form of this manifests as turning Resonance directly into various kinds of energy, like chemical, potential, kinetic, or heat. However, more skilled Mages can use Kineticism to convert existing types of energy between each other, like causing a flying arrow's kinetic energy to convert back into potential energy, causing it to lose all momentum.
Animation is the the black sheep of Evocation, and is the ability to grant inanimate objects some form of consciousness. This gives them the ability to move around and follow instructor's, typically the Mage's. As skill with Animation grows, the instructions can get more complex, and the ability and potential size of the object animated increases. Very powerful and skillful Animation can be used to grant both temporary and permanent sapience to objects and non-sapient creatures, such as making a book or animal a fully realized individual with their own thoughts, personalities, desires, and identity.

Manipulation Tones

Manipulation Harmony
Harmony Dragon Origin Lineage Region
Illusion Bismuth Dragon Lumen Stellarsiege
Enchantment Indium Dragon Croaken Stormwood
Domination Thallium Dragon Human Wild Plains


Illusion is the ability to alter another's perception and senses. Such as seeing something that isn't there, hearing voices or sounds that do not exist, or feeling the burning pain of a fire that is nowhere to be seen. As the skill and power of the Mage grows, the false sensory input made can become larger, more complex, longer lasting, and more vivid or realistic.
Enchantment is the ability to alter another's thoughts. This allows a Mage to influence the mind, placing ideas and desires that are not inherent to the target being influenced. As a Mage's power and skill grows, the intensity and complexity of the thoughts does too. Initially, they are often simple, such as making someone think "I need to eat" or "these are my friends", to much more complex thoughts about the nature of good and evil, or someone's very identity.
Domination is the ability to alter another's actions. On a basic level it is sending impulses to a target's brain, causing their muscles to move in specific ways against the will of the target. As the power and skill of the Mage grows, what might initially started as influencing quick, jerky movements, or random sudden shouts, can become long term, total control of a target's actions and speech, while being almost subconscious for the Mage.

Abjuration Tones

Abjuration Harmony
Harmony Dragon Origin Lineage Region
Negation Aluminum Dragon Dwoliath (Dwarf/Jotunn Drakion
Protection Tin Dragon Stoneling (Stonebloom) Stonebloom Plateau
Contradynation Lead Dragon Plumbite Twisted Lands


Negation is protection from Resonance. In it's simplest form this would be a temporary shield to protect against the offensive magic of another Mage. In a more complex form, this could be an armor-like encasing around a target that lasts a couple hours, blocking magic, or a lasting, permanent anti-magic shield around an entire city that feeds off the ambient Resonance in the air.
Protection is protection from matter and energy. Simple expressions of Protection are temporary shields to block arrows or sword blows, to more permanent enhancements to city walls or shields.
Contradynation is protection from the forces of nature, such as gravity, electromagnetism, and radiation (the Tones featured in Dynamancy). While being directly used against Wardens or Druids using Dynamancy, it can also be used to temporarily negate these effects on a target, such as reducing how much gravity pulls on someone, or from radioactive materials (such as permanent Contradynation wards are typically set up in communities with large populations of Polonium and Indium Dragons

Divine Harmonies

Regeneration Tones

Regeneration Harmony
Harmony Dragon Origin Lineage Region
Mending Quartz Dragon Vespoid Twisted Lands
Vitalizing Beryl Dragon Highborne Wild Plains
Curing Jade Dragon Troll Stormwood


Mending is the ability to heal physical injuries, such as cuts, bruises, broken bones, or concussions. As a Mage's skill and power grow, the potential complexity, size, and severity of the injury, as well as the time-since-injury also increase, with the most powerful and skillful use of Mending having the ability to correct birth defects or life-long paralysis.
Vitalizing is the ability to heal spiritual injuries, such as aberrant curses, madness, trauma, or corruption. As a Mage's skill and power grow, the potential intensity, depth of corruption, and time since the injury also increase. The most skilled Mages can use Vitalizing to heal deep madness inflicted upon an infant by an Aberrant Lord, while beginner Mages may only be able to end the effects of a basic Enchantment spell.
Curing is the ability to heal illnesses, such as the common cold or the flu, growing to tuberculosis or allergies, with the most powerful Mages being able to heal cancers or terminal illnesses.

Divination Tones

Divination Harmony
Harmony Dragon Origin Lineage Region
Scrying Carbonite Dragon Anansi Stellarsiege
Augury Diamond Dragon Kobold Drakion
Clairvoyance Oxidite Dragon Saurian Stonebloom Plateau


Scrying is the ability to see another place. Simple Scrying is seeing the room one is currently in from a different perspective, while powerful Scrying might be seeing an entire city on a different continent in detail all at once.
Augury is the ability to see another time. Simple Augury is seeing a few minutes in the past or the potential future in a few seconds, while powerful Augury can see histories of entire civilizations or myriad potential futures reaching years past the present.
Clairvoyance is the ability to see another's thoughts. simple Clairvoyance is hearing one nearby person's thoughts in the moment, while powerful Clairvoyance might be learning the past hour of multiple target's thoughts, miles away.

Degeneration Tones

Degeneration Harmony
Harmony Dragon Origin Lineage Region
Wounding Garnet Dragon Ork Steelshroud
Wither Topaz Dragon Deepling Chaos
Plague Zircon Dragon Hathinn Archipelago


Wounding is the ability to cause physical injuries, such as cuts, bruises, broken bones, or concussions. As a Mage's skill and power grow, the potential complexity, size, and severity of the injury also increase, with the most powerful and skillful use of Wounding having the ability to cause birth defects or life-long paralysis.
Wither is the ability to cause spiritual injuries, such as aberrant curses, madness, trauma, or corruption. As a Mage's skill and power grow, the potential intensity and depth of corruption also increase. The most skilled Mages can use Wither to cause deep madness such as that inflicted by an Aberrant Lord or long-lasting trauma as if the target received it over the course of childhood, while beginner Mages may only be able cause minor traumatic episodes.
Plague is the ability to cause illnesses, such as the common cold or the flu, growing to tuberculosis or allergies, with the most powerful Mages being able to cuase cancers or terminal illnesses.

Primal Harmonies

Transmutation Tones

Transmutation Harmony
Harmony Dragon Origin Lineage Region
Alchemy Algae Dragon Triton Archipelago
Fabrication Lycophyte Dragon Doppleganger Chaos
Modification Flowering Dragon Beastfolk Wild Plains


Alchemy is the ability to change what an object is made of, such as changing a log of wood, into a log of stone or iron, its shape and size will remain the same, but it will be made entirely of the new material. The most simple form of Alchemy is turning a single periodic element, like an ingot of iron, into another single periodic element, like an ingot of gold. More skilled users of Alchemy can use it to target compounds, and then further to change the object into a compound rather a single periodic element, such as wood into water, or steel.
Fabrication is the ability to change an objects form, such as changing a log of wood into a wooden chair. This does not alter the substance of the object altered, the new wooden chair is made entirely of the same wood as the log it previously was. More skill with Fabrication allows more complex materials to be used, as well as larger and more complex objects to be made.
Modification is the ability to change an objects capabilities, such as change a log of wood to be tougher, more brittle, larger, or smaller. The intensity and complexity of these changes increases with a Mage's skill, with the most powerful users of Modification able to even affect living things, bolstering their allies abilities to fight, or enfeebling their foes.

Conjuration Tones

Conjuration Harmony
Harmony Dragon Origin Lineage Region
Transportation Liverwort Dragon Elf Drakion
Geneomancy Gnetophyte Dragon Phrenian Twisted Lands
Chronomancy Gingko Dragon Ogre Stormwood


Transportation is the ability to alter position in space. Starting with teleporting oneself a few feet, as the Mage's power grows, they are able to transport others miles.
Geneomancy is the ability to use Resonance to draw on the Narrative Ideal made from Geneolurgy, to create matter, usually that is alive, though it is temporary. For example, Geneomancy could be used to summon a horse, this horse would be the average sum-total of all stories and legends told about horses, the bog-standard, Narrative and philosophical Ideal of "horse". The more powerful the Mage is, the more powerful and complex the object or creature they are attempting to summon can be. Beginner Mages might be able to summon forth a dagger that lasts long enough to stab and opponent, while the most powerful might be able to permanently summon a sapient being, such as a Human or Kobold, or temporarily summon aspects of mythological creatures such as One-Eyed Flame, or even the Three themselves.
Chronomancy is the ability to alter how time affects a person or object, speeding it up or slowing it down. In its simplest form it can be used to slow down time for the Mage, making them appear to move quicker, or to speed up time for the Mage, allowing them to pass through a day more quickly. In more powerful forms Chronomancy can debilitate enemy lines by slowing them down, or enhance whole groups of allies, speeding them up, or even used very specifically, oxidizing and rusting the weapons of an opposing force in mere seconds. Legends are told of incredibly powerful use of Chronomancy fueled by Khaagaazh for traveling entirely into the past or future, but the veracity of these claims is unknown.

Dynamancy Tones

Dynamancy Harmony
Harmony Dragon Origin Lineage Region
Graviturgy Conifer Dragon Crystalkin Stellar Siege
Electromagneturgy Fern Dragon Stoneling (Stonebloom) Stonebloom Plateau
Radiurgy Moss Dragon Faerie Steelshroud

Graviturgy is power over gravity, being able to increase or decrease the intensity of how it affects the targets. In its simplest form it may be able to affect specific people or objects directly touched, while in its most powerful a Mage could suspend entire battlefields in mid-air or bring them crashing to the ground and binding them there.
Electromagneturgy is power over electromagnetism, magnetic pushes, pulls, pulses, fields, and electricity. Weak Electromagneturgy could be pulling two metals together, or exerting magnetic pressure on an enemy blade before it strikes true, or small, short ranged electric shocks. Powerful Electromagneturgy can create fields of electricity frying the ground or pulling all metal into one location very forcefully.
Radiurgy is power over radiation. The weakest forms of Radiurgy can cause slight muddying of the senses and nausea, while powerful Radiurgy can create super-heated lasers or fields of paralyzing nausea and vomiting.