Actions

Static Conversation

From ThornsWiki

Static conversation involves non-living organic or inorganic materials and the atomic/molecular composition thereof. This pursuit is considered the best possible kind of conversation for warfare, as the ability to control one's surroundings is paramount in conflicts. However, this pursuit also has peaceful applications; many Static sorcerers go on to become great architects, sculptors or scientists. The ability to manipulate on the atomic level is the end result of a lifetime of static study.

This conversation is favored in Hox.

How It Works

Static conversation works by manipulating the elements and rearranging atoms. It is similar to the ancient practice of alchemy. The simpler a material is, the easier it is to manipulate, unless it is a pure element, in which case the manipulation of atoms themselves is involved. The extremely complex mineral ferrous-monic oxide is highly valued, as it is very difficult to recreate with conversation.

Static conversation is one of the only conversations that can duplicate and manipulate matter in space (the other being Living conversation). With static conversation, it is possible to redistribute ratios of gases in the air, or increase the size of a certain chunk of mineral, or ignite a fire in the air.

Limitations

While the arrangement of atoms is theoretically limitless, static conversation is exponentially more difficult as the molecules become more complex. To achieve many of the more complex static conversations, precautions must be taken. There are more side effects to static conversation's than any other spell type, because vast amounts of energy must be expended to rearrange molecules. For example, when "growing" any amount of matter, the other molecules around the source material must transform. This can cause any number of side effects ranging from a sudden thinning of the air to a violent explosion if the caster is not careful.

According to the law of conservation of mass, it is impossible to create matter where there was none previously, or destroy matter that already exists. This is true for conversation as well as secular science.

Branches of Static Conversation

Coming Soon.

Types of Spells

  • Bending spells are spells of brute force that split or bend materials from the inside out. They can be quite useful to change the shape of objects or break them into pieces. The stronger the atomic bonds between atoms, the harder this spell is to achieve.
  • Fission or fusion spells break down atoms in matter and re-combine them. With fusion spells it is possible to rearrange the raw atoms left over from a fission spells to form new molecules. Most materials have to be broken down before they can be rearranged, though intermediate or advanced casters can sometimes perform a "clean" transmutation of matter without breaking the material down into its molecular components first. For example, a chunk of coal could be turned into a diamond.
  • Ignition spells start fires on flammable substances. When combined with spells that convert nitrogen and oxygen to other gases, this can be used to create flames in the air. Normally this kind of spell manifests itself at the target, rather than shooting out from the source caster, but it depends on what the caster is going for.
  • Phase spells involve thermodynamic phase changes in matter - melting, freezing, vaporization, condensation, deposition and sublimation. This occurs with or without a change in temperature, though obviously any caster would find it taxing to maintain a room-temperature ice cube.
  • Temperature spells decrease or increase the energy within an object. This is usually unsuccessful or harmful if performed on a living thing, as there are too many variables to consider.
  • Transmutation spells are harder to master; they change atoms to other atoms, given certain variables. This allows for elements to be changed to other elements. These spells are highly temperamental and often go wrong, which is why they are highly specialized fields.
  • Twinning spells are used to "build" a material up by duplicating its molecular structure, transforming material around it (even air) and fusing it to the original material. This kind of spell allows for experienced sorcerers to "grow" certain types of matter. The material that is cloned will not always match exactly with the original material if the spell is not very precise.

Known and Published Spell Examples

  • Adhere: Causes an object to "stick" to another object.
  • Airlessness: Removes the oxygen content from a particular area. Not effective in open spaces, but can also extinguish flames.
  • Bend: Curves materials to the caster's liking. More massive objects require more casters.
  • Break: Cracks a hard material, such as metal or stone. Depending on the size of the object, this can require a pair of casters to be done at a low level.
  • Clean Air: This spell attempts to remove impurities from the air by duplicating oxygen and nitrogen molecules. Its textbook name is "Reoxygenation" but no one calls it that.
  • Conflagration: Creates a controlled explosion towards an area. Chances of misfire or backlash are possible.
  • Detonation: Causes a huge, controlled explosion, capable of destroying a simple building of medium size. Chance of severe backlash or misfire.
  • Duplicate: Duplicates material. The more chemically complex the material, the more difficult the spell. Can be used to make certain things larger with enough careful spellwork.
  • Frostbite: Causes a sudden, drastic drop in heat around a target, enough to cause ice to form even in springtime, causing some physical harm to organic creatures as well. Chances of misfire or backlash are possible.
  • Electrical Storm: Causes electricity to lance out from the caster in all directions, scorching everything nearby. The radius is determined by willpower and emotional duress. Chance of severe backlash or misfire.
  • Fulmination: Sends a controlled electrical burst towards the target. Chances of misfire or backlash are possible.
  • Hydrosmosis: Controls the flow of water in a given area, but only an amount of water at a time that would weigh about 4x of the caster. (You could curve a stream or a small river, but if a dam breaks in front of you, you're probably still toast.)
  • Ignite: An simple one-syllable spell that creates a momentary small spark or flame. It is not usually taught to children (for fear that they will set everything on fire) but is one of the easiest spells to learn. It is different from other fire-producing spells in that it creates molecular friction and not a chemical reaction. This spell, because it is so basic, is usually considered exempt from the noble uses. Ignite is also referred to as a "Fire" or "Flame" spell.
  • Inferno: Causes the air particles of a wide area to charge with energy, causing a giant eruption of high-heat flame. Chance of severe backlash or misfire. Once cast, extremely difficult to control.
  • Immolation: Causes a chemical reaction which results in a large flame, or directs existing flame. Chances of misfire or backlash are possible. Extremely difficult to control.
  • Magma: Sends a controlled stream of molten particles towards a target. Can be dodged and blocked with a variety of spells, but is quite quick to cast, and therefore is a favorite among duelers.
  • Melt: Reduces rock or metal to a molten state. Slow acting, and ineffective against large quantities of material, unless a great span of time is put into the effort.
  • Metamorphosis: Changes one material, molecularly simple, into another. Can be used to "vanish" objects by turning their molecular components into oxygen or other invisible gases. Has hundreds of subsets of spells geared towards different materials.
  • Poison Air: Fills the air with poisonous gasses which cause the target to feel as if they are burning from the inside. Chances of misfire or backlash are possible.
  • Water: a simple spell to re-route hydrogen particles and create water; usually coupled with Hydrosmosis to create and control water. This is one of those spells that has a more complex name in the books (Hydro-Generation) but is usually referred to by its colloquial name.

Specialty Static Spells

  • Hulali's Wrath: Causes all the moisture in any given area to freeze powerfully. The smaller the area, the more powerful the effect. A wide area of several miles could cause the temperature to drop 20 degrees. The area of an individual could freeze a person solid. Chance of severe backlash or misfire.
  • Bash's Fury: Causes an intense earthquake. As above, the strength is determined by the affected area. A wide area of several miles will experience a slight trembling, while a small area can cause a huge chasm.