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'''Electromagneturgy.''' (power over magneitc pushes, pulls, pulses, fields, and electricity)<br>
'''Electromagneturgy.''' (power over magneitc pushes, pulls, pulses, fields, and electricity)<br>
'''Radiurgy.''' (Power over both non-ionizing, and ionizing radiation)
'''Radiurgy.''' (Power over both non-ionizing, and ionizing radiation)
== 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 a Cloven Orc 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. This is very soft and can be strictly inconsistent, but it will be consistent tonally.<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.

Revision as of 16:22, 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.

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 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.)


Arcane Harmonies
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


Divine Harmonies
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


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.

Evocation Harmonies
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)

Manipulation Harmonies
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)

Abjuration Harmonies
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)

Regeneration Harmonies
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)

Divination Harmonies
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)

Degeneration Harmonies
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)

Transmutation Harmonies
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)

Conjuration Harmonies
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)

Dynamancy Harmonies
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)

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 a Cloven Orc 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. This is very soft and can be strictly inconsistent, but it will be consistent tonally.
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.