Resonance: Difference between revisions
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'''Transportation.''' (altering position in space)<br> | '''Transportation.''' (altering position in space)<br> | ||
'''Geneomancy.''' (drawing the Geneolurgical Narrative Ideal and making it manifest in reality) | '''Geneomancy.''' (drawing the Geneolurgical Narrative Ideal and making it manifest in reality)<br> | ||
'''Chronomancy.''' (altering position in time) | '''Chronomancy.''' (altering position in time) | ||
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Revision as of 14:26, 16 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.
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.
| 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 Bard 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 Paladin for Regeneration, the Thaumaturge 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.)
| Harmony | Subcaster | Vice | Virtue | Secondary God | Secondary Realm | Secondary Dragon Type |
|---|---|---|---|---|---|---|
| Evocation | Psion | Anger | Temperance | Tiamat | The Sea | Metallic Dragons |
| Manipulation | Bard | Deceit | Humility | Ouroboros | The Earth | Vegetative Dragons |
| Abjuration | Magus | Fear | Equanimity | Quetzalcoatl | The Sky | Crystalline Dragons |
| Harmony | Subcaster | Vice | Virtue | Secondary God | Secondary Realm | Secondary Dragon Type |
|---|---|---|---|---|---|---|
| Regeneration | Paladin | Sloth | Courage | Quetzalcoatl | The Sky | Crystalline Dragons |
| Divination | Thaumaturge | Craving | Veracity | Ouroboros | The Earth | Vegetative Dragons |
| Degeneration | Witch | Avarice | Peace | Tiamat | The Sea | Metallic Dragons |
| 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.
| Harmony | Dragon | Origin Lineage | Region |
|---|---|---|---|
| Infusion | Polonium Dragon | Infused | The Chaos |
| Kineticism | Gallium Dragon | Aguinn | The Archipelago |
| Animation | Mercury Dragon | Gnome | Steelshroud |
Infusion. Infusion (power over the elemental ideals)
Kineticism. Kineticism is the process of converting Resonance directly into kinetic energy (power over energy conversion)
Animation. (the ability to invest consciousness into objects, and sapience into objects and non-sapient creatures)
| Harmony | Dragon | Origin Lineage | Region |
|---|---|---|---|
| Illusion | Bismuth Dragon | Lumen | Stellarsiege |
| Enchantment | Indium Dragon | Croaken | Stormwood |
| Domination | Thallium Dragon | Human | Wild Plains |
Illusion. (altering a Creature’s perception)
Enchantment. (altering a Creature’s thoughts)
Domination. (altering a Creature’s actions)
| 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. (protection against the magical)
Protection. (protection against the physical)
Contradynation. (protection against the forces of the world)
| Harmony | Dragon | Origin Lineage | Region |
|---|---|---|---|
| Mending | Quartz Dragon | Vespoid | Twisted Lands |
| Vitalizing | Beryl Dragon | Highborne | Wild Plains |
| Curing | Jade Dragon | Troll | Stormwood |
Mending. (repairing of physical injuries)
Vitalizing. (repairing of spiritual injuries)
Curing. (repairing of sickness)
| Harmony | Dragon | Origin Lineage | Region |
|---|---|---|---|
| Scrying | Carbonite Dragon | Anansi | Stellarsiege |
| Augury | Diamond Dragon | Kobold | Drakion |
| Clairvoyance | Oxidite Dragon | Saurian | Stonebloom Plateau |
Scrying. (the seeing of other places)
Augury. (the seeing of other times)
Clairvoyance. (the seeing of other thoughts)
| Harmony | Dragon | Origin Lineage | Region |
|---|---|---|---|
| Wounding | Garnet Dragon | Ork | Steelshroud |
| Wither | Topaz Dragon | Deepling | Chaos |
| Plague | Zircon Dragon | Hathinn | Archipelago |
Wounding. (the causing of physical injury)
Wither. (the cause of spiritual injury)
Plague. (the causing of sickness)
| Harmony | Dragon | Origin Lineage | Region |
|---|---|---|---|
| Alchemy | Algae Dragon | Triton | Archipelago |
| Fabrication | Lycophyte Dragon | Doppleganger | Chaos |
| Modification | Flowering Dragon | Beastfolk | Wild Plains |
Alchemy. (changing an objects material
Fabrication. (changing an objects form)
Modification. (changing an objects capabilities)
| Harmony | Dragon | Origin Lineage | Region |
|---|---|---|---|
| Transportation | Liverwort Dragon | Elf | Drakion |
| Geneomancy | Gnetophyte Dragon | Phrenian | Twisted Lands |
| Chronomancy | Gingko Dragon | Ogre | Stormwood |
Transportation. (altering position in space)
Geneomancy. (drawing the Geneolurgical Narrative Ideal and making it manifest in reality)
Chronomancy. (altering position in time)
| Harmony | Dragon | Origin Lineage | Region |
|---|---|---|---|
| Graviturgy | Conifer Dragon | Crystalkin | Stellar Siege |
| Electromagneturgy | Fern Dragon | Stoneling (Stonebloom) | Stonebloom Plateau |
| Radiurgy | Moss Dragon | Faerie | Steelshroud |
Graviturgy. (power over gravity)
Electromagneturgy. (power over magneitc pushes, pulls, pulses, fields, and electricity)
Radiurgy. (Power over both non-ionizing, and ionizing radiation)