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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. 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. | |||
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'''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> | '''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''' 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> | '''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''' 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 | '''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. | ||
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'''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> | '''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''' is power over electromagnetism, magnetic 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''' is power over 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. | ||