Magic: Difference between revisions
No edit summary |
No edit summary |
||
| Line 1: | Line 1: | ||
'''Magic'''<ref>Also known as "Magick" or "Thaumaturgy" | '''Magic'''<ref>Also known as "Magick" or "Thaumaturgy" | ||
</ref> refers to various different practices that vary from arcane rituals, to spiritual experiences, to innate wielding of elements, etc with the intention of invoking, manipulating, or otherwise manifesting supernatural forces, abilities, beings or entities into the 'natural world'. "Magic" is largely fueled via channeling and influencing [[Orgone Energy]] or [[Memoria]] | </ref> refers to various different practices that vary from arcane rituals, to spiritual experiences, to innate wielding of elements, etc with the intention of invoking, manipulating, or otherwise manifesting supernatural forces, abilities, beings or entities into the 'natural world'. "Magic" is largely fueled via channeling and influencing [[Orgone Energy]] and/or [[Memoria]] (two energy fields naturally generated biological life), as significant enough 'belief' in one's capabilities when combined with specific techniques (although in extremely rare cases either of the two requirements may be fulfilled independently) is capable of locally causing alterations to reality via the indirect interaction between these two energy fields, which is often intense enough (especially in locations with high concentrations of said energies). | ||
Most types of magic can be performed by anyone as long as they know how to do it and wield their genetic 'innate potential', while a vast majority of people's potential is effectively nonexistent, their potential can be increased with sacrifice, contact with magic (high orgone concentrations) and extensive studies. These exceptions include some types requiring genetic disposition, the usage of anomalous items or actions<ref>Though magic itself can technically be considered anomalous</ref>, etc. | Most types of magic can be performed by anyone as long as they know how to do it and wield their genetic 'innate potential', while a vast majority of people's potential is effectively nonexistent, their potential can be increased with sacrifice, contact with magic (high orgone concentrations) and extensive studies. These exceptions include some types requiring genetic disposition, the usage of anomalous items or actions<ref>Though magic itself can technically be considered anomalous</ref>, etc. | ||
| Line 11: | Line 8: | ||
* '''Arcane Magic''' is a more "traditional" form of magic which includes Spells, Rituals, Sigils, etc. Arcane Magic is difficult to learn, especially without pre-disposition, although it can be theoretically learned by anyone as long as they are careful and properly guided. | * '''Arcane Magic''' is a more "traditional" form of magic which includes Spells, Rituals, Sigils, etc. Arcane Magic is difficult to learn, especially without pre-disposition, although it can be theoretically learned by anyone as long as they are careful and properly guided. | ||
* '''Black Magic''' is a term which refers to more baneful and taboo spells. | * '''Black Magic''' is a term which refers to more baneful and taboo spells. | ||
* '''Carnomancy''' refers to various magical techniques used to alter and reshape the body and flesh, most frequently practiced by [[Crimsonists]]. | * '''Carnomancy''' refers to various magical techniques used to alter and reshape the body and flesh, most frequently practiced by [[Crimsonists]] as a religious tenet, thus their 'belief' in said capability is generally strong and concentrated enough to be incredibly successful. | ||
* '''Divine Elemental Magic''' refers to the manipulation of various natural elements via Elemental Energy, which is primarily sourced by the presence of [[deities]], rather than [[Orgone Energy]] (although they are connected). | * '''Divine Elemental Magic''' refers to the manipulation of various natural elements via Elemental Energy, which is primarily sourced by the presence of [[deities]], rather than [[Orgone Energy]] (although they are connected). | ||
** '''Hecatian Elemental Art''' refers to a more specialized form of Elemental magic which involves the manipulation of the principal elements<ref>Air, Water, Earth, Fire. Technically also includes "sub-elements" such as Ice, Metal, Lightning, Etc.</ref> via matrial arts, being held in high regard by followers of [[Lunacianism]]. The ability to preform Hecatian Elemental Art is inherited, and cannot be learned without being genetically predisposed. | ** '''Hecatian Elemental Art''' refers to a more specialized form of Elemental magic which involves the manipulation of the principal elements<ref>Air, Water, Earth, Fire. Technically also includes "sub-elements" such as Ice, Metal, Lightning, Etc.</ref> via matrial arts, being held in high regard by followers of [[Lunacianism]]. The ability to preform Hecatian Elemental Art is inherited, and cannot be learned without being genetically predisposed. | ||
| Line 17: | Line 14: | ||
* '''Natural Magic''' refers to magic pertaining to nature, plants, animals, and the weather. | * '''Natural Magic''' refers to magic pertaining to nature, plants, animals, and the weather. | ||
* '''Technomagic''' refers to magic pertaining to technology or technologies that rely on magic to function. | * '''Technomagic''' refers to magic pertaining to technology or technologies that rely on magic to function. | ||
* '''Reality Warping''' refers to an ability accessible to those born with an unusually high internal [[ARS Rating]] above that of standard reality<ref>This by consequence allows non-realitywarpers to gain such capabilities if they travel to a dimension with a ARS rating considerably below that of their home dimension.</ref>, allowing them to warp reality around them to varying degrees of severity<ref>Weaker Reality Warpers can for example only do a few specific things, while strong Reality Warpers can possible accomplish god-like feats.</ref> in whatever ways they wish. While they are incredibly powerful, they can still be defeated by devices such as Reality Anchors or more powerful<ref>A Person with a even higher internal ARS rating. | * '''Reality Warping*'''<ref>Reality warping is the sole 'magic type' not sourced by Orgone or Memoria, as it instead ties into [[Extradimensional Spaces#Physics|Dimensional Physics]].</ref> refers to an ability accessible to those born with an unusually high internal [[ARS Rating]] above that of standard reality<ref>This by consequence allows non-realitywarpers to gain such capabilities if they travel to a dimension with a ARS rating considerably below that of their home dimension.</ref>, allowing them to warp reality around them to varying degrees of severity<ref>Weaker Reality Warpers can for example only do a few specific things, while strong Reality Warpers can possible accomplish god-like feats.</ref> in whatever ways they wish. While they are incredibly powerful, they can still be defeated by devices such as Reality Anchors or more powerful<ref>A Person with a even higher internal ARS rating. | ||
</ref> Reality Warpers. | </ref> Reality Warpers. | ||
* '''White Magic''' refers to a supposedly benevolent or selfless form of magic including practices such as healings, blessings, charms, etc. | * '''White Magic''' refers to a supposedly benevolent or selfless form of magic including practices such as healings, blessings, charms, etc. | ||
Revision as of 03:59, 30 January 2026
Magic[1] refers to various different practices that vary from arcane rituals, to spiritual experiences, to innate wielding of elements, etc with the intention of invoking, manipulating, or otherwise manifesting supernatural forces, abilities, beings or entities into the 'natural world'. "Magic" is largely fueled via channeling and influencing Orgone Energy and/or Memoria (two energy fields naturally generated biological life), as significant enough 'belief' in one's capabilities when combined with specific techniques (although in extremely rare cases either of the two requirements may be fulfilled independently) is capable of locally causing alterations to reality via the indirect interaction between these two energy fields, which is often intense enough (especially in locations with high concentrations of said energies).
Most types of magic can be performed by anyone as long as they know how to do it and wield their genetic 'innate potential', while a vast majority of people's potential is effectively nonexistent, their potential can be increased with sacrifice, contact with magic (high orgone concentrations) and extensive studies. These exceptions include some types requiring genetic disposition, the usage of anomalous items or actions[2], etc.
Types of Magic
- Arcane Magic is a more "traditional" form of magic which includes Spells, Rituals, Sigils, etc. Arcane Magic is difficult to learn, especially without pre-disposition, although it can be theoretically learned by anyone as long as they are careful and properly guided.
- Black Magic is a term which refers to more baneful and taboo spells.
- Carnomancy refers to various magical techniques used to alter and reshape the body and flesh, most frequently practiced by Crimsonists as a religious tenet, thus their 'belief' in said capability is generally strong and concentrated enough to be incredibly successful.
- Divine Elemental Magic refers to the manipulation of various natural elements via Elemental Energy, which is primarily sourced by the presence of deities, rather than Orgone Energy (although they are connected).
- Hecatian Elemental Art refers to a more specialized form of Elemental magic which involves the manipulation of the principal elements[3] via matrial arts, being held in high regard by followers of Lunacianism. The ability to preform Hecatian Elemental Art is inherited, and cannot be learned without being genetically predisposed.
- L'Anormal refers to the act of creating magical/anomalous art such as paintings, music, etc.
- Natural Magic refers to magic pertaining to nature, plants, animals, and the weather.
- Technomagic refers to magic pertaining to technology or technologies that rely on magic to function.
- Reality Warping*[4] refers to an ability accessible to those born with an unusually high internal ARS Rating above that of standard reality[5], allowing them to warp reality around them to varying degrees of severity[6] in whatever ways they wish. While they are incredibly powerful, they can still be defeated by devices such as Reality Anchors or more powerful[7] Reality Warpers.
- White Magic refers to a supposedly benevolent or selfless form of magic including practices such as healings, blessings, charms, etc.
- ↑ Also known as "Magick" or "Thaumaturgy"
- ↑ Though magic itself can technically be considered anomalous
- ↑ Air, Water, Earth, Fire. Technically also includes "sub-elements" such as Ice, Metal, Lightning, Etc.
- ↑ Reality warping is the sole 'magic type' not sourced by Orgone or Memoria, as it instead ties into Dimensional Physics.
- ↑ This by consequence allows non-realitywarpers to gain such capabilities if they travel to a dimension with a ARS rating considerably below that of their home dimension.
- ↑ Weaker Reality Warpers can for example only do a few specific things, while strong Reality Warpers can possible accomplish god-like feats.
- ↑ A Person with a even higher internal ARS rating.