Actions

Law Spells

From ThornsWiki

Revision as of 13:41, 26 April 2019 by Thornswiki (talk | contribs) (Created page with "{{#invoke: Infobox GaldoriSpell | default | image = | conversation = Physical | branch = Law Spells | chapter = Kinetic, Physics, Thermodynamics | effects = Cause cause mov...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
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

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.

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.

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.

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.

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.

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.

References

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