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Physical Conversation

From ThornsWiki

Physical conversation controls or suspends the laws of physics, encompassing gravity, light, motion, sound and other universal laws. It also includes the study and manipulation of different forms of energy. To cast a strong physical spell, many years of training are needed to balance the forces within the body; one's state of internal balance is directly linked to the success of Physical conversation.

Physical conversation is considered the purest form of conversation, and the specialisation in Gior.

How It Works

Unlike living and static conversations, physical spells do not involve changing the composition of materials. Physical conversation requires a masterful knowledge of physics and an innate sense of balance, which is why it is more difficult for younger pupils to master.

The laws of physics exist as a pattern of behavior exhibited by the mona, so physical spells entreat the mona to lay aside those normal behaviors. When the normal laws are put aside, new ones must be written to temporarily take their place. This involves lot of creativity - and a great deal of risk - on the part of the caster. Physical conversation is a much more plaintive and lyrical form of conversation than most, despite its reputation as 'hard science'.

Limitations

Physical conversation's limitations stem mainly from time restraints. It is difficult to maintain any physical effect for significant periods of time, and much concentration is needed to do so. Apart from permanent results of the spell, it is impossible to maintain the desired condition for long.

Bending gravity, light or sound is dangerous, and can result in permanent damage to the senses if the caster does not take care to temper the spell. Spells which manipulate momentum and acceleration can cause major physical damage to living things, as the spell works by pulling and pushing, and often does not take living tissue into consideration.

Branches of Physical Conversation

Coming Soon.

Types of Spells

  • Gravity spells weaken or augment the laws of gravity. This can be used in many different ways to achieve different effects. A spell like this can make an object weigh more or less, float in the air, or even fly off into the atmosphere.
  • Acceleration spells involve positive and negative acceleration, and can slow objects down or speed them up by increasing or decreasing momentum. Sometimes this kind of spell is combined with a static spell to decrease friction.
  • Magnetic spells work with the tiny magnetic fields in all matter with mass, augmenting or weakening them. With this kind of spell you could cause two objects to repel or attract one another, or even cause the bonds between subatomic particles to lose integrity, destroying bound states and resulting in dissolved matter.
  • Force spells create areas of charged particles that can be used as a barrier against physical forces and spell effects.
  • Sound spells create and manipulate sound waves. There are a great variety of ways in which to use this kind of spell, most of them extremely specialised. A practised sound caster can mimic sounds exactly, whereas someone who specialises in spell warfare might utilise a sound spell to create a sound wave strong enough to blast through solid objects. Other sound spells extinguish sound or warp it to render it incomprehensible.
  • Light spells manipulate light, and can create light waves or disrupt existing ones. Like sound spells, light spells make up a discipline of their own; many casters specialize in this type of conversation specifically, and the most advanced users can create convincing illusions (though perceptive conversation is generally more practical for this purpose). Light spells can cause a room to go dark without extinguishing a light source, or fill with light from an artificial source.
  • Electrical spells deal with electrical energy - creating, controlling and dampening it. The caster creates the electric charge and can shape it or grow it in any way. Though this is mainly used for scientific experimentation, it is a useful skill in combat as well. Spells in this discipline can be used to create electromagnetic fields around objects or imbue them with temporary magnetic properties.

Known and Published Spell Examples

  • Barrier: Creates a "cap" on any force, including sound and light. This unique spell disrupts waves and particles and can be used to block spells. It is quite strong and difficult to cast. When counteracting Soundwave, the spell reverses the effect of the displaced sound, causing the spell to lose its physical force but regain its deafening sound. This sound is then enveloped in the new temporary sound barrier.
  • Fall: With a variation of a Levitation spell, you can slow the fall of any object, including yourself.
  • Invisibility: Unlike the wick spell, you render yourself completely unseen, moving or no. Duration is limited to a few minutes and your field can still be felt. This is achieved by bending light.
  • Levitation: Suspends the pull of gravity around a target. It has a limited scope however, and might pull on surrounding objects as well. Different from "push" because it is not straining against gravity but rather suspending it altogether.
  • Lumination: Create a bright light that fills the darkness. Different casters have different styles - the color of the light will vary. This light comes from a single origin point in space as designated by the caster.
  • Momentum: Speeds up a moving object. Can have a few nasty effects if used on a living thing, usually ineffective on people.
  • Slow: Opposite of above, slowing a moving object. Can have a few nasty effects if used on a living thing, usually ineffective on people.
  • Soundwave: A powerful wave of sound can blast through solid objects. Side effects: a total silence falls, and the air becomes cold and thin. The soundwave itself is silent. For a good example of this spell in action, read this.
  • Split: A tremendous gravitational force splits simplistic elements in half, often causing the breakdown of their molecular structure. Incredibly difficult to cast, but still possible at Intermediate levels. At Mastery, more complex things can be broken down.
  • Stillness: Stops the movement of an object entirely. If used on a living creature, it does not cause the complete effect, but the target will feel a substantial pull.
  • Wall: Creates an invisible wall of force about 6 ft high and wide that can stop objects. Once created, the wall will not move unless dispelled, and will dissipate after the caster removes their concentration from the wall.