The Art of Transfiguration
First let’s talk about “mana-anchors”. Now this is some super simple stuff, a mana-anchor is simply the invisible connection from the Void, to the spell we’re casting. This connection holds the spell in our world, it breaks when we use up our mana, or when we sever the connection. Take this picture for the example:
We make a connection, we tap into the Void, we use mana to draw our spell into the real world. If our connection is broken, so is the mana link or anchor. But there is also another detail, when mana is used, it is given a task. When a typical mage uses let's say fire evocation, he makes a fireball. In this fireball is a portion of invisible mana (This mana is literally the anchor), which has been tasked with holding that fireball in the real world for as long as it's fueled with mana, or is dispersed by another means. All mages program mana to some extent, but only Alterationists learn how to manipulate this fact
Transmutation is essentially a science-magic. You have to study elements, mathematical equations, and all sorts of complicated knowledge before you alter the world, as the basic rule of the Void is as follows; To create in the Void, you must fully understand that of which you make. So to melt a steel ingot, you would first have to learn the temperature of which it becomes liquid form, and how exactly steel is forged. You learn the properties of said steel ingot, and you now use your genius mind to create and apply a new list of properties to this steel ingot.
There are a few limitations on transmutation. The mage first needs to to know what he is transmuting, the material and it’s properties, as was said before. He would still require sight and proximity to the material he is to transmute. Transmuting is also governed by the term “Equivalent exchange”, so you cannot turn stone into gold, or diamond. It’s not strictly impossible, as diamond is extremely compressed coal, this would take far too much mana, and is something only achievable through the natural process of the world.
- Can’t transmute anything while it’s living.
- Must follow equivalent exchange.
- Can’t transmute one material into another of a different state (no stone to water), but acceptable if it is the same substance (water to ice).
- Can’t transmute what a mage doesn’t understand, or see.
Enchanting is instead of altering scientific properties, altering and applying magical properties onto objects. The process of imbuing magical properties is slightly different than applying scientific ones on the world, as the mana-anchor mages use must be constantly fueled, else the enchantment would fade. The source of an enchantments mana is stored in a gem. The definition of a gem is “a precious or semiprecious stone, when cut and polished or engraved”. This means it could be any stone, just in gem form. The higher quality, or bigger this gem is, the more mana it is capable of holding.
So to create an enchantment; you enchant an object/weave a spell into it, you then get this gem and pour your mana into it, and you apply this gem to the object in some way. As an enchanter, you then connect the gem to the enchantment, it’ll then feed it from the mana pool you’ve provided. This gem isn’t inherently required, but it’s a far better idea then tying your mana to just the object. Without the mana-gem you cannot refuel the enchantment, and when the mana has been used up, the enchantment fades. A GM is suggested to name, and enchant MC items to correlate with the enchantment.
Mana-gems have three different states:
- Diminished: The mana-gem is active and can be filled.
- Non-active: The mana-gem isn’t active, it has either lost all of it’s mana, or it has been hit with a powerful ward. The only way to reactivate it is to have an enchanter study the mana-gem, and reactivate it. This takes quite a bit of time to do.
- Broken: If the mana-gem is cracked severely, or is broken all together.
- Enchanted objects have a mana-pool, and must be refueled.
- Enchantments must be made on either dead, or non-organic material.
- Enchanters are not immune to their own enchantments.
- Mana-gems can't be used to refuel a character's mana. They can only be used in enchantments.
- Mana-gems must be refueled by an Enchanter.
In all arcane spells regardless if it’s evocation, illusion or conjuration, a key detail binds them all. This binding detail is the mana-anchor. Wards are puffs of mana which are programmed to collide with mana-anchors to disrupt them. Once the mana-anchor has been confused or disrupted, the fuel for the spell vanishes, and thus so does the spell itself.
You may also be wondering “What’s an Abjuration?”, so we should touch on the subject briefly. Wards and Abjurations are very similar, and are essentially the same. They both do the same thing in essence, but in different forms. Wards are generally used as shields, used to stop incoming spells, while Abjurations are used like projectiles, generally to stop a spell mid-flight. Both have the same effect on magic, however Wards can stop more than one kind of magic, but take longer to create. Abjurations can only ward one magic at a time, are projectiles, and are used morso in quick succession.
There are a few rules to follow in regards to Wards and Abjurations. It’s wise to note that to ward a spell, you must first completely understand said magic you’re warding. An Abjuration/Ward made for Conjuration will not stop an evocative fireball, or illusion. As mentioned before. Abjurations are only capable of warding one magic at a time. While regular Wards can be made to stop many magics at once, however at the cost of large amounts of time to prepare said ward. Wards are also governed by the casters ability and power. Someone who is a novice in warding cannot disrupt a masters fireball.
It is also notable that Ward/Abjurations are also capable of disrupting other magic-types, such as necromancy, and Shamanism. Although this is only able to be done once the Mage has outstanding knowledge of said magic-type. So only those who understand exactly how Necromancy, or Shamanism works can actually ward it.
- A ward can not protect from all magics.
- Wards do not do anything to cursed or blessed people.
- Mages are not immune to their own wards.
The Art of Telekinesis
The Art of Void Translocation