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==Description==
 
==Description==
Kinetic spells are favored among many Physical mages for their ability to push and pull objects from great distances, often through powerful changes to their resting states. Often called "telekinesis", Kinetic spells are often much less simple than the term would imply.
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Law spells are some of the most physically taxing spells on Vita, but they are also some of the most rewarding. Dealing with concepts such as gravity, thermodynamics and force, Law spells lend themselves to everyday life much more than other Branches or Conversations. Law mages find themselves able to manipulate the force of the world around them; they can accelerate or decelerate objects, affect the physical properties of the world around them such as weight and gravitational pull, and create pockets of charged particles able to act as barriers against physical force and some spells.
  
 
===Elementary===
 
===Elementary===
Elementary Kinetic mages learn that the use of force is necessary to move objects, whether it is towards them or away from them. At this stage, they can move objects up to their size and weight in any direction as long as they can clearly see the destination. It is possible for a mage of this level to try and throw a boulder towards the horizon, but the strength of the throw will fall vastly short.  
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Elementary Law mages are just beginning their journey into the Branch. At this level, they are able to affect objects up to their size and weight, and are able to create barriers half that size. At this level, the damage taken by the affected objects is not reduced, though the Law mage may be able to mitigate that with another spell. Here, the spells last up to an hour with intense concentration. Any breaking of the concentration may result in the spell fizzling or having unintended consequences.
  
 
===Intermediate===
 
===Intermediate===
Intermediate Kinetic mages have the strength to move objects two and a half times their size and weight, and can move them with relative ease. Lifting heavy objects or creatures becomes a second nature to many of them, and while they may use this type of magic for every day things, their true power lies in the rapid acceleration and deceleration of things they would not otherwise be able to affect. Due to the immense concentration necessary, it is at this level that Kinetic mages can begin to use this most advantageously in pitched battle, with some rumors of Intermediate mages being able to stop arrows and bullets mid-flight. It is also here that they have learned how to sustain the movement of the objects, with concentration, allowing for a sort of levitation or pseudo-flight.
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At this level, Law mages have begun to stabilize their craft. They can affect objects up to two and a half times their size and weight, and have learned how to reduce damage to the affected objects. Through study of the materials and the natural world, Intermediate Law mages have become wonderful architects, military leaders and magical theorists. With their knowledge of force and gravity, Intermediate Law mages are able to maintain their spells for up to half a day, and with only some degree of concentration. It is at this level that most Law mages learn to levitate themselves, with a sort of pseudo-flight not far behind.  
  
 
===Advanced===
 
===Advanced===
Advanced Kinetic mages are masters of force. They can throw massive objects with ease, redirect projectiles and even slow natural disasters like landslides. These titans of their craft have been known to lift small buildings and transplant them, as well as increase and decrease the speeds at which the things around them move. Though they are still affected by physical limitations such as tissue strength and the integrity of the materials affected, Advanced Kinetic mages have studied their craft long enough to minimize damages. The upper limits of this Branch is still being observed, but it's said that Advanced Kinetic mages are some of the most dangerous to face on the battlefields.
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Advanced Law mages can be some of the most wondrous mages on Vita. Their ability to move nearly any object has made them sought after in many fashions. At this level, the Law mage can move small buildings short distances, as well as accelerate and decelerate objects up to that size. They can make things weightless around them, or increase the gravitational pull to sometimes fatal means. By this time, Law mages understand the natural world as well as any on the planet, and can manipulate the physical laws in nearly any way they see fit.
  
 
==After Effects==
 
==After Effects==
Kinetic spells affect the resting states of those who use and are affected by them. The Kinetic mage may experience unexpected turbulence, even when not in motion, as well as the inability to start or stop moving after casting spells. These effects typically only last a day or two, but have been known to cause some discomfort for the budding mage.
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Law spells affect the resting states of those who use and are affected by them. The Law mage may experience unexpected turbulence, even when not in motion, as well as the inability to start or stop moving after casting spells. These effects typically only last a day or two, but have been known to cause some discomfort for the budding mage.
  
Long term effects of this Branch include the weakening of one's tissues and the degradation of affected items. Though diminished as the mage's skill grows, repeated Kinetic spells cause faster wear and tear on materials, and many older Kinetic mages find themselves frail faster than others of their age.  
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Long term effects of this Branch include the weakening of one's tissues and the degradation of affected items. Though diminished as the mage's skill grows, repeated Law spells cause faster wear and tear on materials, and many older Law mages find themselves frail faster than others of their age.
  
 
==References==
 
==References==

Latest revision as of 13:58, 26 April 2019

Law Spells
[[File:|250px]]
Quick Facts
Conversation Physical
Spell Branch Law Spells
Chapter Kinetic, Physics, Thermodynamics
Spell Effects Cause cause movement of materials, organic or inorganic, through either acceleration or deceleration.

Description

Law spells are some of the most physically taxing spells on Vita, but they are also some of the most rewarding. Dealing with concepts such as gravity, thermodynamics and force, Law spells lend themselves to everyday life much more than other Branches or Conversations. Law mages find themselves able to manipulate the force of the world around them; they can accelerate or decelerate objects, affect the physical properties of the world around them such as weight and gravitational pull, and create pockets of charged particles able to act as barriers against physical force and some spells.

Elementary

Elementary Law mages are just beginning their journey into the Branch. At this level, they are able to affect objects up to their size and weight, and are able to create barriers half that size. At this level, the damage taken by the affected objects is not reduced, though the Law mage may be able to mitigate that with another spell. Here, the spells last up to an hour with intense concentration. Any breaking of the concentration may result in the spell fizzling or having unintended consequences.

Intermediate

At this level, Law mages have begun to stabilize their craft. They can affect objects up to two and a half times their size and weight, and have learned how to reduce damage to the affected objects. Through study of the materials and the natural world, Intermediate Law mages have become wonderful architects, military leaders and magical theorists. With their knowledge of force and gravity, Intermediate Law mages are able to maintain their spells for up to half a day, and with only some degree of concentration. It is at this level that most Law mages learn to levitate themselves, with a sort of pseudo-flight not far behind.

Advanced

Advanced Law mages can be some of the most wondrous mages on Vita. Their ability to move nearly any object has made them sought after in many fashions. At this level, the Law mage can move small buildings short distances, as well as accelerate and decelerate objects up to that size. They can make things weightless around them, or increase the gravitational pull to sometimes fatal means. By this time, Law mages understand the natural world as well as any on the planet, and can manipulate the physical laws in nearly any way they see fit.

After Effects

Law spells affect the resting states of those who use and are affected by them. The Law mage may experience unexpected turbulence, even when not in motion, as well as the inability to start or stop moving after casting spells. These effects typically only last a day or two, but have been known to cause some discomfort for the budding mage.

Long term effects of this Branch include the weakening of one's tissues and the degradation of affected items. Though diminished as the mage's skill grows, repeated Law spells cause faster wear and tear on materials, and many older Law mages find themselves frail faster than others of their age.

References

Links to threads where this spell is used for example, if applicable.