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'''Infusion | '''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 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 | '''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. | ||
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'''Illusion | '''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, loner lasting, and more vivid or realistic.<br> | ||
'''Enchantment | '''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 | '''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> | ||
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'''Negation | '''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''' 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 | '''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]] | ||
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'''Mending | '''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 | '''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 | '''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. | ||
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'''Scrying | '''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 | '''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 | '''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. | ||
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'''Wounding | '''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 | '''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 | '''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. | ||
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'''Alchemy | '''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 | '''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 | '''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. | ||
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'''Transportation | '''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 | '''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 | '''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 | ||
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| Radiurgy || [[Moss Dragon]] || [[Faerie]] || Steelshroud | | Radiurgy || [[Moss Dragon]] || [[Faerie]] || Steelshroud | ||
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'''Graviturgy | '''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 | '''Electromagneturgy''' is power over electromagnetism, magnetic pushes, pulls, pulses, fields, and electricity. <br> | ||
'''Radiurgy | '''Radiurgy''' is power over radiation, (Power over both non-ionizing, and ionizing radiation) | ||
== Geneolurgy == | == 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> | 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. | 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. | ||