May. 14th, 2016

MAGIC;

May. 14th, 2016 10:44 pm
squirm: (H: Oh wow.)
Magic is the forceful application of ideas over reality, achieved by breaking the barrier between thought and form. There are no known limitations to what magic can achieve- but there are numerous limitations on those that try to use it.

To create a spell, a magic-user must send their mind to a mental plane usually referred to as the Other Side, though also known as the Astral Plane or Thought-World. On the Other Side, ideas are real and thus gathered understanding of the real world can be manifested as materials. There their astral projection must craft an actual object from ideas, creating an item that represents the event of a spell. The complexity and power of the effect is matched by the complexity of the item, ranging from the tiny to fortress sized. Once completed they can be dragged into the real world by force of will and memorisation of their form, ceasing to be an idea and becoming real in the process. Some spells are stable and can be pulled in repeatedly, others will break and require recreation on each use.

The two main styles are called Hammer and Anvil or Needle and Thread. Hammer and Anvil is more straight forward, involving smashing reality in the shape of the spell. Hammer and Anvil causes an effect and then the magic is gone. Needle and Thread involves attaching spells to aspects of the real world. As a result, it can cause more complex and lasting effects, but can also be reversed when the attached magic is undone. Neither is objectively superior, but some mages favour one over the other.

Casting spells is quite tiring, as it burns up a lot of energy going through the brain. Because of this it is not uncommon to store them somehow (such as in books, scrolls, jars etc.) or to craft items which are enchanted to have a rudimentary mind that can only think spells on command.

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The Writhing Worm ~ Wrythin Wyrm ~ Liamond Lesser

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