Personal tools
Search

Reimancy

From Mizahar Lore

Revision as of 09:17, 5 April 2009 by Tarot (Talk | contribs)
Jump to: navigation, search
Reimancy
Personal magic
Full nameReimancy
AvailabilityThroughout Mizahar
Learned fromUsers, books
Key conceptProducing and manipulating a fluid called Res than can transform into elements and other substances
UsesManipulating reality, combat
RisksLoss of control, bodily alterations and aberrations


Reimancy is a discipline of personal magic. It allows the user to expel their Djed out of the body as a peculiar fluid called Res, 'the thing'. Appearing in various forms from a thin gas to a thick gel, Res can be turned into a different substance at the user's whim, or attract this substance from the environment. These substances include the four elements (fire, water, air, earth) but also more exotic choices, depending on where the user learns this magic. There is a strict limit to how many substances a Reimancer can turn their Res into; most users can only grasp one, and the greatest masters have an array of three. Reimancers can accomplish a range of effects, from vomiting a short burst of flames to crafting spears of rock, but every time they use this power they are basically throwing out a part of themselves.

Contents

Overview

Reimancy is about concentrating the user's Djed into a physical form, which is then emitted through the body, for example from the palms of one's hands or with one's breath. The resulting fluid, called Res, is an extension of the Reimancer's will and can be transmuted into select substances instantly (and, at higher levels, regardless of distance), provided Res has not decayed. Res also has a second mode of operation, in which, instead of becoming another substance, it attracts that substance from the environment. This is more cost-effective and gives the Reimancer an important edge in the right environment - for example, a fire-based wizard in the middle of a blazing inferno.

The most common substances that are known to be taught as targets of Reimancy are the four natural elements: fire, water, air, earth. Since Res can be turned into any combination of the substances that the user can utilize, it is possible to craft para-elements such as lava (fire+earth), ice (water+earth) and lightning (fire+air). Some masters know the secrets to Reifying different substances such as metals, poisons, and wood, but such knowledge is quite rare.

Depending on the intended use, the wizard will manipulate the Res with their hands, willpower or other disciplines of magic before transmuting it, or simply transmute it as it is generated. The wizard will choose the best form of the Res - solid, liquid or gas, thin or thick - depending on the task to be performed.

The hazards of Reimancy are two-fold. On the one hand, once Res has been transmuted, the wizard is not immune to its effects. Many Reimancers have died from getting involved in backfires from their own spells. On the other hand, generating too much Res without rest leads to overgiving as with the rest of personal magic. Parting with one's Djed can unbalance the body to the point where it undertakes gruesome transformations, among other things.

Res

Res is a manifestation of the wizard's Djed, and its appearance and color depend on the individual mage. Generally, though, it tends to be translucent and ethereal-looking. It can be as thick as a gel or as thin as a gas. It is emitted from the wizard's body, generally but not necessarily from the hands.

The wizard can transform Res from one form to another with an effort of will, for example from solid to gas. He can also control its flow and motion to a varying degree that depends on skill and distance. If the Res is very close by, his control is near total: for example, he can make a ball of fluid Res hover above or in front of his hand, then ignite it. Control decreases sharply with distance, meaning that projectiles cannot always be pinpointed to their target, and mid-air turns are for very skilled mages only. If Res exits the wizard's area of control, he cannot turn it into another substance, either. On the other hand, when he transforms Res into a substance, he loses the ability to control it after a few seconds. Many wizards do not transform all the Res at once; instead, they transform the outer layers only, but maintain the inner ones as Res in order to be able to aim and manipulate the spell, only completing the transformation at the very last moment.

Res can also attract the elements, in addition to transforming into them. The wizard has to will this effect into existence, as it is a separate power that does not manifest by default. It allows the user to manipulate larger amounts of the elements than he would be able to conjure on his own, but the process is not entirely predictable and may render the environment unstable and very dangerous. The Res acts like a magnet for desired element: flames will fly towards it, sand and rocks will concentrate around the Res, and so on. From this moment on, the spell works very much like the previous case.

Res that has been transformed into an element can never revert back to its former state. Transformed elements (though not those attracted from the environment) are considered magical, even when they look just like normal water or fire. Advanced Reimancers can create custom versions of the elements by combining this discipline with other forms of magic, including Gnosis, possibly even using Glyphing to merge the disciplines. They might give birth to laughing flames that spread terror as they consume everything, or generate holy water that damages some creature types.

Sample casting

Firebolt

  • The Reimancer focuses on his inner Djed and concentrates it near the palm of his hand, expelling it as ethereal, glowing green Res.
  • He creates a ball with his willpower, and has it hover above his hand.
  • He ignites the outer layer of the ball, setting it on fire.
  • He aims at the target and propels the bolt towards the enemy in a straight line, igniting the projectile's core before it exits his zone of control.
  • He watches the bolt hit the target.

Lightning storm

(for Competent wizards)

  • The Reimancer, who knows Fire and Air, emits Res from his whole body as a thin gas and concentrates it in a cloud near the ceiling. This may take a minute or just seconds depending on skill and scope of the spell.
  • He drives the Res down as thin spikes that he turns into lightning bolts on their way to the targets.

Note that a skilled Reimancer could also directly engulf the whole room in the lightning cloud, but then he would likely be hit, as well.

Water vortex

(for Expert wizards)

  • The Reimancer casts liquid Res onto a relatively calm water surface in a rough circular pattern.
  • He begins attracting water to his Res.
  • At the same time, he begins swirling the Res, thus generating a strong circular current.

While not a huge maelstrom, this spell can swallow a small ship if timed and executed properly. The wizard must maintain absolute concentration all along.

Spike hell

(for Master wizards)

  • The Reimancer spreads his Res as a fluid an inch under the floor.
  • He then drives it upwards here and there and transforms it, perhaps even combining it with earth attraction for greater effect. Sharp spikes litter the designated area. The mage can raise them to greater heights on a whim, and can be searing hot with Fire or freezing cold with Ice, among other things.