Post by Alex on Dec 23, 2011 10:34:03 GMT -8
On Bastion, magic is so abundant that even the least worldly inhabitant knows of its existence. This is because of a special property of life on Bastion: Aura. Every living thing on Bastion (and even some inanimate things!) have what is called an Aura Signature, Aura Well, or simply Aura; this is an inherent source of energy that has many uses. The most common use of Aura is unconcious. When one has a strong enough emotion or desire, their Aura will sometimes react and they will subconciously use Magic to fufill those desires.
However, Aura can also be harnessed in a concious manner. When Aura is utilized conciously, it is called magic, but if Aura is utilized unconciously, it is called a cantrip.
When a Bastionite is born, they are instilled with their own personal Aura Well, a portion of Bastion's Aura that is entwined with their soul. As one grows older, their Aura Well increases in size; various magical exercises can also expand one's Aura. The "size" of one's Aura Well determines how much Aura they can expend before suffering the effects of Aura Overdraw. When one over uses magic, they are prone to mental and physical fatigue, fainting and in the worst cases, dying. However, one can only die by having their Aura Well completely empty, which is almost impossible because of a law of Aura referred to as Filtering.
Filtering, or Aura Filtering, is the term for Bastion constantly replenishing one's personal Aura. This replaces Aura spent using magic or cantrips, sometimes at such a rate that the casting is hardly more than a ripple on one's Aura Well. One cannot rely fully on Filtering as protection from Aura Overdraw, however. Using large portions of one's Aura can expend more than Filtering can replace; if this kind of casting is prolonged, it will not be long before the effects of Aura Overdraw take place. This is why mages train their Aura to be as large as possible, so as to sustain as much casting as they can before they become fatigued. Filtering also happens more often and is easier the larger the Aura source is.
Magic can be completely instinctual for some, especially in the case of more magical beasts. Other times, Magic is formalized into what is called a Doctrine. In this case, the way Aura is used varies wildly. Each Doctrine, of which there are five currently, represents a completely unique view on casting magic. The five Doctrines are Alchemy, Shamanism, Seraphism, Necromancy, and Dimensionism.
Alchemy
Alchemy is a form of magic that follows quasi-mathematical formulas. To an Alchemist, spells, their outcome, and even the nature of Aura, their power source, can be explained through equations in a numerical language. Alchemy is often used in tandem with technological devices, utilizing terminals from afar, overcharging an energy projectile, or disabling an enemy drone's targeters. Alchemy is not limited to interactions with technology; indeed, while Alchemists usually work with Soulon tech., the style of magic can be used to create a good many pre-determined effects. If your Character is an Alchemist, visit the thread specifically about Alchemy to learn more.
Shamanism
Shamanism is a primal doctrine, the oldest organized form of casting to originate on Bastion (while Dimensionism is technically older, it originated off-world). Its practitioners call upon the power of nature to harness magic, using themselves as a conduit for the Envira all around them. Bastion constantly exudes waves of Aura, part of which flows to the life and environments of the world. This energy gets caught and changes with each different area: deserts, oceans, jungles and plains, they all contain different forms of Basiton's Aura, filtered through the living and lifeless alike. This type of Aura has come to be called Envira in Tung, the common language of civil Bastion. Shamans create effects akin to the forces of nature, calling upon stormwinds, fires and powerful summoned creatures. If your Character is a Shaman, visit the thread specifically about Shamanism.
Seraphism
Seraphism is, plainly put, the doctrine of the Angels. The religion that follows the Angels goes by the same name, and their guiding principles are intertwined. Because of this, those who follow the Seraphist religion almost always practice the doctrine of Seraphism, and vice versa. Seraphists range from priests and Angels to humble worshipers, from Paladins seeking justice to farmers seeking protection for their animals. In practice, Seraphism relies almost entirely on faith in beings the Angels call Archons. Through prayer and utter devotion, one can use the Archon's power as their own, performing magic in accord with the Archon's virtue. Each Archon is specifically devoted to one righteous principle, and will only grant power to one who is in line with that principle. If your character is a Seraphist, visit the thread specifically about Seraphism to learn more about it.
Necromancy
Necromancy is a dark doctrine, born of the malice of demons. Originally, Necromancy was not considered a doctrine, rather a perversion of anything previously known as magic into an irredeemable form. This view was eventually changed as Necromancy was observed further and deemed necessary to research as a helpful practice. While these studies did lead to irrefutable advances in the knowledge of Aura Corruption, the effects of using Aura with bad intent, researchers eventually gave up trying to reverse the doctrine as a tool for good. The very core of the doctrine embraces that life is expendable, all life, regardless of the form is has currently taken; not only is it expendable, Necromancy teaches it is there to be manipulated. Necromancers therefore are able to raise the dead, sap Aura and emotion from others, even break down free will and use others as puppets. If your Character is a Necromancer, visit the thread specifically about Necromancy to learn more about it.
Dimensionism
Dimensionism is a little understood magic originally developed by the Abyssials. Rarely will a Dimensionist be seen on Bastion, and not just because their magic allows them to become effectively invisible. The doctrine is practiced very little because of the abstract and sometimes counter-intuitive nature of the magic. A Dimensionist is able to bend and shape reality itself, allowing them to perform tasks boasted by all other doctrines combined, as well as many more. However, creating these effects can be extremely hard, as the magic utilizes Cubes, the building blocks of all matter and energy in the universe, to create their desired effects. Learning Dimensionism is said to be incredibly difficult, and mastering it is rumored to be impossible, some rumors saying that masters of Dimensionism simply ascend past their physical form, leaving only dust in their wake. If your Character is a Dimensionist, visit the thread specifically about Dimensionism to learn more about it.
There are more ways to cast magic, even past the five doctrines. Some have found something called Instinctual Magic, casting not learned but felt. Others have created their own doctrines, shaping their own views into their casting style. One may also practice more than a single doctrine.
Magic is infinitely powerful on Bastion, because the very planet itself facilitates and encourages it. If it were not for Bastion's all powerful Aura Well, the creatures of the world would lose their personal Aura and magic would cease to exist. The planet is said by some to be semi-sentient, because it seems to have restrictions on the uses of Aura. When one uses their Aura with malice, sadistically or for other evil purposes, they suffer something called Aura Corruption. This is Bastion's way of guiding her creatures, but her own Aura also slowly corrupts every time one of her creatures is corrupted.
Aura Corruption, on a small scale, is natural; everyone feels a twinge of evil thought every now and then. The renewing properties of one's Aura Well will purify small amounts of corruption in their Aura before it can have much effect. Large scale Aura Corruption can cause sunken features, blackened veins, ashen skin, and one's irises to turn red. While the individual is not harmed by these changes, they are immediately distinguishable from a goodhearted man.
Aura Corruption is ranked in seven grades: Low (the lowest amount anyone can have), then Grades 1-6, 1 being detectable, but just barely, 6 being the most Corruption one's Aura can take before it collapses on itself. If someone at G6 Aura Corruption doesn't stop frivolously using their Aura for evil, they risk death by their very soul imploding.
There is a flip side to this, however. Corrupted Aura is much more effective for doing things that cause further Corruption. Therefore, a G5 Necromancer has an enormous amount of their Aura Well corrupted, more than half, and so when they cast with sadism and misanthropy their spells are explosively powerful. In addition to this, the Demons have been working with a Corrupt-Soulon Generator, a power source that runs on their Corrupted Aura and simultaneously keeps them from corrupting their own Aura more then they want to. It is also capable of corrupting Aura sources, then feeding on them for energy. Plants with these Generators have begun to pop up about uncivil Bastion.
However, Aura can also be harnessed in a concious manner. When Aura is utilized conciously, it is called magic, but if Aura is utilized unconciously, it is called a cantrip.
When a Bastionite is born, they are instilled with their own personal Aura Well, a portion of Bastion's Aura that is entwined with their soul. As one grows older, their Aura Well increases in size; various magical exercises can also expand one's Aura. The "size" of one's Aura Well determines how much Aura they can expend before suffering the effects of Aura Overdraw. When one over uses magic, they are prone to mental and physical fatigue, fainting and in the worst cases, dying. However, one can only die by having their Aura Well completely empty, which is almost impossible because of a law of Aura referred to as Filtering.
Filtering, or Aura Filtering, is the term for Bastion constantly replenishing one's personal Aura. This replaces Aura spent using magic or cantrips, sometimes at such a rate that the casting is hardly more than a ripple on one's Aura Well. One cannot rely fully on Filtering as protection from Aura Overdraw, however. Using large portions of one's Aura can expend more than Filtering can replace; if this kind of casting is prolonged, it will not be long before the effects of Aura Overdraw take place. This is why mages train their Aura to be as large as possible, so as to sustain as much casting as they can before they become fatigued. Filtering also happens more often and is easier the larger the Aura source is.
Magic can be completely instinctual for some, especially in the case of more magical beasts. Other times, Magic is formalized into what is called a Doctrine. In this case, the way Aura is used varies wildly. Each Doctrine, of which there are five currently, represents a completely unique view on casting magic. The five Doctrines are Alchemy, Shamanism, Seraphism, Necromancy, and Dimensionism.
Alchemy
Alchemy is a form of magic that follows quasi-mathematical formulas. To an Alchemist, spells, their outcome, and even the nature of Aura, their power source, can be explained through equations in a numerical language. Alchemy is often used in tandem with technological devices, utilizing terminals from afar, overcharging an energy projectile, or disabling an enemy drone's targeters. Alchemy is not limited to interactions with technology; indeed, while Alchemists usually work with Soulon tech., the style of magic can be used to create a good many pre-determined effects. If your Character is an Alchemist, visit the thread specifically about Alchemy to learn more.
Shamanism
Shamanism is a primal doctrine, the oldest organized form of casting to originate on Bastion (while Dimensionism is technically older, it originated off-world). Its practitioners call upon the power of nature to harness magic, using themselves as a conduit for the Envira all around them. Bastion constantly exudes waves of Aura, part of which flows to the life and environments of the world. This energy gets caught and changes with each different area: deserts, oceans, jungles and plains, they all contain different forms of Basiton's Aura, filtered through the living and lifeless alike. This type of Aura has come to be called Envira in Tung, the common language of civil Bastion. Shamans create effects akin to the forces of nature, calling upon stormwinds, fires and powerful summoned creatures. If your Character is a Shaman, visit the thread specifically about Shamanism.
Seraphism
Seraphism is, plainly put, the doctrine of the Angels. The religion that follows the Angels goes by the same name, and their guiding principles are intertwined. Because of this, those who follow the Seraphist religion almost always practice the doctrine of Seraphism, and vice versa. Seraphists range from priests and Angels to humble worshipers, from Paladins seeking justice to farmers seeking protection for their animals. In practice, Seraphism relies almost entirely on faith in beings the Angels call Archons. Through prayer and utter devotion, one can use the Archon's power as their own, performing magic in accord with the Archon's virtue. Each Archon is specifically devoted to one righteous principle, and will only grant power to one who is in line with that principle. If your character is a Seraphist, visit the thread specifically about Seraphism to learn more about it.
Necromancy
Necromancy is a dark doctrine, born of the malice of demons. Originally, Necromancy was not considered a doctrine, rather a perversion of anything previously known as magic into an irredeemable form. This view was eventually changed as Necromancy was observed further and deemed necessary to research as a helpful practice. While these studies did lead to irrefutable advances in the knowledge of Aura Corruption, the effects of using Aura with bad intent, researchers eventually gave up trying to reverse the doctrine as a tool for good. The very core of the doctrine embraces that life is expendable, all life, regardless of the form is has currently taken; not only is it expendable, Necromancy teaches it is there to be manipulated. Necromancers therefore are able to raise the dead, sap Aura and emotion from others, even break down free will and use others as puppets. If your Character is a Necromancer, visit the thread specifically about Necromancy to learn more about it.
Dimensionism
Dimensionism is a little understood magic originally developed by the Abyssials. Rarely will a Dimensionist be seen on Bastion, and not just because their magic allows them to become effectively invisible. The doctrine is practiced very little because of the abstract and sometimes counter-intuitive nature of the magic. A Dimensionist is able to bend and shape reality itself, allowing them to perform tasks boasted by all other doctrines combined, as well as many more. However, creating these effects can be extremely hard, as the magic utilizes Cubes, the building blocks of all matter and energy in the universe, to create their desired effects. Learning Dimensionism is said to be incredibly difficult, and mastering it is rumored to be impossible, some rumors saying that masters of Dimensionism simply ascend past their physical form, leaving only dust in their wake. If your Character is a Dimensionist, visit the thread specifically about Dimensionism to learn more about it.
There are more ways to cast magic, even past the five doctrines. Some have found something called Instinctual Magic, casting not learned but felt. Others have created their own doctrines, shaping their own views into their casting style. One may also practice more than a single doctrine.
Magic is infinitely powerful on Bastion, because the very planet itself facilitates and encourages it. If it were not for Bastion's all powerful Aura Well, the creatures of the world would lose their personal Aura and magic would cease to exist. The planet is said by some to be semi-sentient, because it seems to have restrictions on the uses of Aura. When one uses their Aura with malice, sadistically or for other evil purposes, they suffer something called Aura Corruption. This is Bastion's way of guiding her creatures, but her own Aura also slowly corrupts every time one of her creatures is corrupted.
Aura Corruption, on a small scale, is natural; everyone feels a twinge of evil thought every now and then. The renewing properties of one's Aura Well will purify small amounts of corruption in their Aura before it can have much effect. Large scale Aura Corruption can cause sunken features, blackened veins, ashen skin, and one's irises to turn red. While the individual is not harmed by these changes, they are immediately distinguishable from a goodhearted man.
Aura Corruption is ranked in seven grades: Low (the lowest amount anyone can have), then Grades 1-6, 1 being detectable, but just barely, 6 being the most Corruption one's Aura can take before it collapses on itself. If someone at G6 Aura Corruption doesn't stop frivolously using their Aura for evil, they risk death by their very soul imploding.
There is a flip side to this, however. Corrupted Aura is much more effective for doing things that cause further Corruption. Therefore, a G5 Necromancer has an enormous amount of their Aura Well corrupted, more than half, and so when they cast with sadism and misanthropy their spells are explosively powerful. In addition to this, the Demons have been working with a Corrupt-Soulon Generator, a power source that runs on their Corrupted Aura and simultaneously keeps them from corrupting their own Aura more then they want to. It is also capable of corrupting Aura sources, then feeding on them for energy. Plants with these Generators have begun to pop up about uncivil Bastion.