REALIGNING REALITY
Conceptual Magic follows the idea that magic may operate under its own form of rules and laws, but that the connections between them are more in line with thematic association, rather than any sort of quantifiable scientific understanding or rational connection. While defying known physical laws is to be expected of a supernatural force, these forms of magic grant powers and abilities based on cultural connotations and superstitions relating to their theme.
Most Conceptual Magics are forged in relation to humanity,
and thus are based around a human bias. Non-human creatures may possess the
same category of magic, but understand it differently, and this may effect how
they are able to use it. For most cases, however, the human method should be
considered the default. While it is possible for a branch of Concept Magic to
evolve over time, most retain their initial manifestation; once established, it
will cement its own rules into place, by way of its use re-enforcing the Concept
it is based on.
There are many different variations of Concept Magic, and
each operates under their own unique systems. Concept Magics may exist on
worlds right along other forms of magic that they resemble, and thus, can be
easily confused with other types of mysticism. Categorizing such Magics mainly
comes down to identifying certain key attributes.
CORRELATING CONCEPTS
Concept Magics are largely identified by two factors: energy mechanics and range of effects.
Firstly, a Concept Mage’s powers are fueled by the mere
existence of a specific phenomenon, object, or entity being nearby, or by
engaging in a specific activity. This creates for the Mage a type of Energy or
Mana that can only be detected by other Mages of that type. No other form of
detection, scientific or supernatural, can even tell the Energy is being
generated, save for the Mage being able to use their powers. To put it one way,
it is as though the Mage in question is being empowered by the very Concept of
their power, to a degree that would almost seem to be a placebo effect, were it
not for the observable limitations when the Energy source is taken away.
In this way, most Concept Magics operate under an “energy
meter” limitation which requires the Mage to recharge themselves periodically,
or operates under an “on/off switch” limitation, wherein their abilities won’t
function unless their power source is present. In either case, however, this
flagrantly breaks all known laws of thermodynamics, as the power source should
in no way be capable of providing the energy necessary to fuel the effects of
the magic. In most cases, there is no actual energy being produced at all, but
Concept Magic operates as if there is. This likewise defies the laws of
equivalent exchange or the need to draw on extra-dimensional resources or to
make pacts with supernatural entities, like most other known forms of magic.
As in the examples listed below, these Energy sources pretty
much always are, or are related to, the same thing the Magic is named after,
and this as much as anything is what gives each branch of Concept Magic their
names. Ice Magic requires Ice Mages to spend time in the cold or touching ice,
Rat Mages must spend time with rats, Fire Mages must spend time near open
flame, Gear Mages must spend time tinkering with machines, Solar Mages must
spend time in sunlight, etc.
Secondly, because Concept Magics operate under their own
unique system of “it just works because it does”, they are notoriously
difficult to prevent from functioning. Normal methods of shutting down magic
powers by cutting off natural flows of actual Mana, or blocking powers through
technological inhibitors, or even using other types of supernatural power to
block the abilities of others usually just don’t work, unless the methods are
capable of a degree reality warping beyond that of Concept Magic itself. For
example, magical seals that would stop a Medium or Necromancer from communing
with spirits and ghosts would not stop a Ghost Mage from doing the same thing;
in fact Ghost Mages can summon ghosts in worlds where ghosts don’t even exist!
The only reliable way to stop a Concept Mage from using their powers is to
deprive them of their power source.
Thirdly, as previously mentioned, the powers granted by
Concept Magic are not always logically sound, even by the standards of other
forms of magic. A Mage will gain powers relating directly to their Magic type
as expected, but they may also have additional powers not immediately obvious, yet
thematically related by connotation. For example, Ice Mages can extend their
lifespans by undergoing periods of extended hibernation, “freezing” themselves
in suspended animation. Rat Mages have an uncanny ability to quickly navigate
mazes. Mirror Mages can “reflect” off their body any form of attack that has a
light component to it, such as a fireball or lightning or the blade of a
laser-sword.
Not every Concept Magic has this obvious tell, but most have
something that just doesn’t fit compared to similar magics that operate under
more grounded systems. A “normal” Ice Magician usually has to draw upon an
Elemental Plane of Ice, or summon an Ice Spirit, or must freeze things by
thermokinetically redirecting heat from the target onto something else, and
even then, they can only freeze things; they may even be limited by how much
ice they can create by way of the amount of water in an area. A Conceptual Ice
Mage just needs to think “cold” at something and it will freeze, and they can do the hibernation trick, and just create ice from no where, and they may be able to just stop
something from moving without even dropping its temperature.
OBFUSCATED ORIGINS
Every form of Concept Magic originates from some kind of exceptional supernatural accident. It is not easy to trace the origins; in fact, while there are many legends tying Concept Magic to the works of gods or folklore heroes or enlightened artists or intrepid explorers, none can actually be irrefutably linked to a specific inventor or incident of discovery. It is almost as if the earliest Mages simply woke up with the knowledge one day.
Some believe that these Magics are drawn from a Universal
Subconscious reacting to the forces of a pliable higher dimension, such as the
Roil, the Ethereal World, or the Fae Realm, where the fabric of reality can be
directly influenced by thought. In this way, the superstitions and cultural
beliefs of a civilization may spontaneously generate new forms of Magic, which
is then solidified and reinforced through its use among the populace.
Others believe the Magics are handcrafted by gods or fairies
or other such beings already capable warping reality to their whims. They form
new types of Magic as it suits their aesthetic tastes or whims, and then
distribute it to an initial group of mortals believed to be worthy of the power.
Some Magics are clearly more recently formed than others;
Gear Magic relies on modern concepts of machinery to function, and therefore
could not have manifested prior to an Industrial Revolution, with the mass
production of vehicles and gadgets. As culture evolves, so too do some Concept
Magics appear to shift over the course of decades. Some point out that Smith
Mages, blacksmiths with supernaturally enhanced craftsmanship, may have been an
early manifestation of Gear Magic; certainly, with the mechanization of weapon crafting,
Smith Magic seems to have been drastically reduced as Gear Magic has risen.
GAINING THE POWER
There are two ways by which Concept Magic can spread: one is by sheer freak accident, the other is by ritualistic passing. Some Magics can be spread through both methods, and in fact, there does seem to be a precedent that Magics in danger of fading away through lack of ritual passing may spontaneously generate in a new handful of random people throughout the world by seeming accident.
Accidental empowerment seems to be truly random, with no
reliable connection between those who are empowered, and what they are
empowered with. Most accidents come from Magics based around natural forces,
and cannot be force-triggered by artificially replicating the conditions.
Lightning Mages may emerge if a person is struck by lightning numerous times
during a single storm. Dream Mages or Sleep Mages may awaken to their powers
after experiencing near-fatal sleep deprivation, or from being in months-long
comas, or from extreme reactions to hallucinatory drugs.
Ritual passing, involves an active Mage performing some
action to spread a power to someone else. Fire Mages can awaken new magicians
through ritual immolation, Sex Mages can spread their power through sexual
rituals, Gear Mages can train others through joint construction projects. Dream
Mages have also been able to imbue their powers onto others through Shared
Dream connections, triggering new magicians who can master their powers in the
dream.
Still other Concepts seem to simply emerge within a person
for absolutely no reason. It may take some time to develop, but in such cases
it seems that a person is simply born with a potential for Conceptual Magic,
and only realizes they have a power through circumstances alerting them to it.
LIMITATIONS
As previously mentioned, the only reliable way to shut off a Concept Mage’s power is to deprive them of the source of their unique energy. Most Concept Mages rely on their Mana source to be either always present, or they must use it to charge their powers, at which point, they will drain their store of energy over time and/or through use of their Magic. Lock a Solar Mage in a place with no sun light, keep a Water Mage away from water, throw a Song Mage in a padded room with restrains so they can’t hear or produce any music, etc. Depending on the type of Magic involved, this can be easy or next to impossible. It is simple enough to deprive an Ice Mage of cold depending on the environment, but depriving an Air Mage of air without outright killing them from suffocation would require trapping them in a small bubble of air entombed inside solid rock, or deep underwater, or in a vacuum, which isn’t very easy to arrange.
The other primary limitation is that most individuals are
unable to learn more than one kind of Concept Magic. There are several theories
for this, but the most commonly accepted one is that once a person learns one
type of Magic, something about their self-identity becomes intrinsically linked
to it, and thus, they cannot perceive themselves as any other kind of Mage on
some fundamental level. Even if they wish it were otherwise, a Fire Mage cannot
truly acclimate to the idea of being a Shadow Mage or a Mirror Mage or a Bird
Mage, because they are already a Fire Mage. This is not necessarily a conscious
limitation, a given Magic itself just seems to not allow another type of Magic
to co-exist in the same body. Thus, even for Magics that can be passed through
ritual, the rituals won’t work for someone who already has an active Magic.
How much is this the subconscious mind influencing things
versus how much is this a fundamental incompatibility of Mana types, and how
much is this just the nature of Conceptual Magic limiting itself by way of some
higher system mechanics at play is hard to tell, because, of course, there are
exceptions to this rule. Multi Mages, Gestalt Mages, Switch Mages, Mimic Mages,
and Omni Mages, while exceedingly rare, exist by way of their own Concept
categories, enabling them to learn or replicate the effects of multiple types
of Magic.
MAKING MAGIC
You can pretty much create any type of Concept Magic by taking any word and slapping “Magic” after it, and then start thinking of all the things that word might be associated with as the basis for what abilities the Magic would give you.
If a particularly creative person were so inclined, I’m sure
they could fill an entire encyclopedia with different Magic categories just
going down lists of words. You may get a lot of overlap, but you’d still get a
countless variety of possible power sets.
Below are several samples of Concept Magics. Any given
setting may have only a handful of expressions, with their own more definitive
lore reasons for existing, or a world may possess myriad types at once from an
endless variety or sources, and some worlds may even hold only one type of
Magic for reasons unique to that setting.
CLOUD MAGIC
POWERS and ABILITIES
Cloud Mages are one of many possible variations of Elemental Mage, with a bit more range of effects than more specific types like Ice or Fire. Cloud Mages possess abilities associated with clouds.
Firstly, they can create clouds, either high above an area,
or directly around them, creating a dense, obfuscating mist. Any cloud they
create can generate rain, hail, sleet, or snow, from light drizzles to
torrential downpours, even from clouds far to small to contain that amount of
rain. Their clouds can also fire bolts of lightning or generate booming
thunder.
More advanced Cloud Mages are capable of transforming into
clouds themselves to become effectively intangible and flow through spaces that
are not air tight. They can also make themselves “light as a cloud” in order to
float their bodies. In either case, though, they can be easily blown around by
wind.
A Cloud Mage can dim the lighting of any overhead light
without even needing to summon a cloud to do so, though most will normally
create one anyway. They can also radically increase the humidity of an area, to
the point of outright soaking an area in heavy dew. They have some minor
ability to fluctuate the temperature of an area covered by their clouds, but
not enough to make a substantial difference.
More esoteric abilities allow a Cloud Mage to temporarily
“fog” the minds of a target, “putting the heads in the clouds” as it were,
addling their senses and thoughts to make them ineffectual and confused. Cloud
Mages are also capable of linking to existing clouds and seeing the landscape
from a clouds-eye view, giving them a large mental map with which to orient
themselves. This map cannot be zoomed in, however. Cloud Mages can also
naturally sense shifts in weather patterns for dozens or even hundreds of miles
around, and are capable of detecting natural clouds or mist at such ranges.
MANA RECOVERY
Cloud Mages have several methods of recovery, namely by standing in the shade of clouds, standing in various forms of precipitation, or standing in mist or fog. They can also gain some power by floating in the air through methods not directly under their control, such as hanging out on a hot-air balloon.
Cloud Mages can effectively recharge themselves by creating
clouds and weather effects that can naturally perpetuate for a time. They can
gather rain clouds that will take time to disperse, and then releasing control
of said clouds to let the phenomenon continue naturally, enabling them to then
absorb the Cloud Mana resulting from the natural consequences of the set-up.
EXTRA LIMITATIONS
Contrary to some expectations, Cloud Mages do not control wind. Strong gusts can easily send them flying off in unwanted directions while they are floating, and their clouds can be easily dispersed by sudden gusts if they are not actively trying to anchor their clouds in place.
Cloud Mages are not to be confused with Storm Mages, who can control the wind, but their powers
revolve entirely around stormy weather conditions over which they have direct
fine-tuned control. Cloud Mages, by contrast, do not have very fine control
over the precipitation they create; rain and snow just falls below the clouds,
and only by judging the wind, or its lack, can a Mage really direct the fall.
If a Mage wishes to be particularly precise, they are better off making tiny
clouds low to a target.
Even their lightning strikes are not precise, and it can be
very dangerous for a Mage to unleash bolts from high overhead, as they have
very little control over where they land, other than “the bolt will strike
below the cloud.” For precision strikes, Mages are again better off making tiny
clouds hovering directly over a target, though the smaller the cloud, the
weaker the lightning. Thunder, likewise, cannot be directed like with a
speaker, it is always an equally strong blast of sound in all directions.
Thankfully, Cloud Mages aren’t harmed by their own weather
effects, with their own hail or lightning or thunder not having any deleterious
effects on their person, to the point some Cloud Mages will carry lightning
rods to direct lightning blast towards them to damage nearby targets. This does
not protect other Cloud Mages or the people around them, however, and thus
allies caught in a Mage’s wide-scale effects will be just as hindered as any
opponent.
AWAKENING
Nearly all Cloud Mages are accidentally formed, through the simple act of taking an aircraft through a cloud, or being caught in very heavy mist or fog bank on land or water during an overcast day. The more exposed to the cloud one is, the better. This is one of the few Concept Magics where an “accidental” awakening can be artificially induced, with people taking open planes and balloons up to cloud level, or taking out boats during heavy fog, but the triggering is so rare and unreliable, that it’s as good as worthless to actually try and purposefully become one.
A few well-practiced Cloud Mages can induce their Magic in
others, however, by transforming into a cloud and “soaking” another person in
their cloud form while concentrating on imbuing that person with Mana; this is
best done during an overcast day, where the Mage can continuously draw upon
cloud-shade to power the infusion. The process can take hours, or multiple
sessions, to set in, and still isn’t necessarily reliable.
RAT MAGIC
POWERS and ABILITIES
Rat Magic grants a wide variety of abilities all tied to concepts about rats. Initially, a Rat Mage can commune with and command swarms of rats. Soon, they will be able to transform into a rat themselves, either to scale with a normal rat, or a giant dog-sized rat. They can also take on a wererat hybrid form, combining a general human body shape with varying degrees of rat-like features. Some Rat Mages are even able to break apart their bodies into multiple normal-sized rats, or even small copies of their human form to become their own swarm.
These transformations are temporary, and eventually, the
Mage will be forced to transform back to normal after several hours of
sustained transformation burns through their energy reserves. However, very
minor transformations, such as giving oneself rat ears and a tail while
otherwise human, can be sustained almost indefinitely if no other powers are
active. Mages can always feel their limit approaching, and thus are able to make
sure they have enough time to spare and are in a safe condition to change back.
While in their bestial forms, they can still talk, and
possess the enhanced senses of a rat. While in their normal form, they can also
tap into these senses, gaining enhanced smell, hearing, and tremorsense. Most
Rat Mages are unusually agile and flexible for their build, able to leap and climb
and land on their feet better than a human should, with even portly Mages being
able to squeeze through tighter spaces than they seemingly should with ease.
More experienced Mages also gain a “whisker aura”, which
lets them sense the general shape and movements of things within a couple feet
of their body, giving them an impression of everything that’s immediately around
them. This can be used to slowly navigate through even pitch-black spaces, or
warn them of something about to touch them.
Rat Mages also have a supernatural gift for survivability.
They gain incredibly high resilience to environmental hazards, up to and
including levels of radiation that would be dangerous to humans, although even
then, radiation that would flat out kill a person is still a threat to them. Mages
can also survive off spoiled food if necessary, are resistant to disease and
infection, and have a knack for foraging that lets them intuit the location of
edible food nearby.
Rat Mages that stretch the connotations of their powers can
tap into even more esoteric powers. By playing a flute, a Mage can put others
into a hypnotic trance, people and animals alike. They can also inflict
disease-like symptoms on others, either through bites or by summoning ghostly
little fleas that will jump onto and bite a target; these do not inject actual
viruses or poisons, but force the body of the victim to temporarily experience various
ailment effects, such as nausea, aches, dizziness, vertigo, fever, and/or muted
senses.
Rat Mages can naturally navigate mazes with stunningly
accurate intuition. This extends to labyrinths or any location with confusing,
twisting passages. They can also naturally intuit the location of any form of
cheese within a dozen to a hundred miles; this particular power is especially
useful for not only finding food generally, but also the location of civilization
if they are ever lost in the wilderness.
LIMITATIONS
Rumors have it that Rat Mages have incredibly shortened life-spans, incredibly heightened libidos, cannibalistic tendencies, and/or are natural carriers of actual plagues. These are not true, or at least, any given Rat Mage with these negative qualities has them unrelated to the Magic.
However, this negative reputation does Rat Mages no favors;
outside of a few high-class practitioners who go out of their way to present
themselves as clean and proper, accompanied by well-behaved fancy rats, most
people find these Mages suspicious at best until they get to know them. The
fact that Rat Mages do generally seem to prefer the company of their rats to
most people, and many willingly live as vagrants or wild folk doesn’t help
matters.
Despite a natural resistance to disease and infection, Rat
Mages are not resistant to poisons or
venoms.
Newly awakened Mages may have some difficulty fully
controlling their swarm under duress, especially in the presence of a rat’s
natural predators. Cats in particular are naturally capable of disrupting the
connection between an untrained Mage and their companion swarm; while one cat
isn’t much of a problem, a pack of them can easily panic and scatter the swarm,
cutting of a Rat Mage from actively recharging their powers, until the cats are
dealt with. More experienced Mages, however, can better maintain their
connection and control under such conditions.
MANA RECOVERY
Rat Mages recharge their powers simply by hanging out with rats. The bigger the swarm, the faster they recharge. In the absence of rats, mice will also do; technically speaking, Mouse Mages are a separate, but overlapping type of Mage, but they are so similar, and rats are by far the more numerous of the two, that Mouse Mages are effectively just a sub-variant of Rat Mage. There has also been at least one known Hamster Mage variant, and a few Rat Mages have managed to make due with a hamster swarm in a pinch. However, this seems to be the limit, as no other rodent species will do, and using a rodent one is not primarily aligned to is always less effective. If neither mice nor rats nor hamsters are present, eating cheese can also restore a bit of Mana.
AWAKENING
A Rat Mage gains their powers by forging a relationship with a rat that has already spent substantial time in the presence of an existing Rat Mage. Such rats (or mice) will naturally absorb some of the magical essence of their master, and can transfer it by instinct to a person whom they have come to trust. The process is accelerated if the person in question gains the trust of a whole swarm. However, such a connection is not fully formed unless the rat or rat swarm is cut loose from their original master. In this event, there is still a chance the unaffiliated rat will lose that essence if they go too long without encountering another human to bond to. Swarms are more likely to actively seek a new master in the event their first master dies, but they may still run out the clock on the essence if they take too long. Such rats that lose that essence no longer feel a need to bond with a human, and the possibility of connection is usually lost.
Most new Rat Mages are indoctrinated by existing ones,
however, most Rat Mages are not eager to take on apprentices, so they remain
rare. There have been a few times in history where Rat Mages have seemingly
gone extinct. When this happens, however, several essence-imbued rat swarms
emerged from seemingly no where to empower a new Mage, indicating there is a
greater will behind the force of Rat Magic, and possibly other Beast Magics as
well.
It is rumored that Rat Mages may spontaneously be created
when a person consumes a piece of cheese that a rat has nibbled on. Presumably,
this would have to be a rat that has some Rat Magic essence they pass into the
cheese, and the person who eats it just lucks out in being able to absorb and
adapt to the Magic. There is no actual confirmed case of this happening, but a
few Rat Mages claim this is how it happened to them. Interestingly, the one
known case of a Hamster Mage said this is how she got her powers, except that
it was a pack of sunflower seeds she ate that her hamster had gotten into.
GEAR MAGIC
POWERS and ABILITIES
Gear Mages are able to create machines that operate under a sort of cartoon logic of how machines are supposed to operate. They can likewise enhance existing machines by attaching parts intended to operate similarly. Gear Magic devices can be crudely constructed, as long as they are sturdy enough to take the punishment necessary to work. In fact, in some cases, the less mechanically sensible the device is, the better it may operate, as the person using Gear Magic can focus on the effect they are trying to achieve without being distracted by knowing how impractical it is. Because of this, somewhat ironically, actual mechanics and engineers can make for poor Gear Mages if they cannot get out of the headspace of realistic construction restrictions.
The simplest way to describe how Gear Magic works is to
consider a child’s or cartoon’s logic of how machines operate. A good example
is “helicopters can fly, because they have a propeller. Ergo, anything with a
propeller on top can fly if the propeller can spin.” Using this logic, a Gear
Mage can turn a car into an ad hoc
helicopter, by bolting a few propellers onto the top and using some mechanism
to spin them. The lack of aerodynamics, proper frame support, or necessary
thrust doesn’t matter, if the propellers spin quickly, car will rise into the
air.
Similarly, a part of robotic arms can be constructed from
random junk parts, and so long as it has hinges for identifiable joints and
some obvious means by which to move them (such as a simple pulley system and
wires), the arms will be able to move. Said arms usually won’t even need a
power source to operate, especially not if the builder is using them. The arms
will be far more functional as an extra set of limbs than they reasonably
should be, given the materials.
All of a Gear Mage’s devices will work automatically for
themselves, or for other Gear Mages that understand the basic concept behind
the device. Gear Mages can also make devices, or enhancements, that others can
operate, as long as they rig some kind of understandable control mechanism.
Wiring a flight stick into the car with propellers will help a person drive the
“helicar” the Gear Mage constructed.
What is actually happening when a Gear Mage makes a device
is that they are enchanting the objects they are working on to operate the way
they wish. The act of construction is itself the ritual that seals the magic.
Most Gear devices can function indefinitely in the hands of their creator, and
not at all in other people’s hands. Those devices that can be used by others
will need to be recharged through some mechanism the Gear Mage likewise
enchants. This can be anything that makes sense as “fuel”, even if it would not
actually be sufficient to power a real device. In the “helicar” example, the
Gear Mage might attach a solar panel to the car to recharge it with light, or a
battery holder, and the batteries will need to be swapped out periodically to
keep the device running.
LIMITATIONS
Gear Mages are, of course, limited by the materials at hand. If they can’t find or make a propeller, they can’t make anything that requires a propeller to function. There are cases as well where, due to sheer scale, even attempting to build or enhance a machine just won’t work if the Gear Mage doesn’t have enough material to “sensibly” craft the device. Putting a small rocket on a tank isn’t going to let it move any faster, if the rocket is tiny, and even by the logic of Gear Magic, wouldn’t be capable of moving such a heavy machine on it’s own, much less enhance it’s speed.
In this way, Gear Magic can actually be rather tricky, as a
Mage must balance their desired effects with a seemingly nebulous matrix of
associated concepts that have to still make sense to them when constructing or
enhancing a device.
Moreover, Gear Magic devices depend on their completed form
to function, and for the Mage in question to be the one to work on it. Bending,
breaking, or otherwise sabotaging a device such that its form is compromised is
enough to halt the Magic completely, and the device will need to be repaired by
the original creator, assuming the damage isn’t irreversible. Even if a
non-Mage borrowing the device knows exactly how to fix the problem, and
repairing it themselves will not restore the magic to make it function.
For example, a set of robotic arms that uses wires to help
the user puppet the arms will quit working if a main support wire is cut;
nevermind that the wire shouldn’t have worked in the first place, the damage
symbolically disables the device by disrupting its form. Fixing the wire won’t
restore function unless the original Gear Mage does it.
It is possible for highly experienced Gear Mages to “tap
into” the magic of another Mage’s device and possibly repair it themselves, but
this is a lot easier if said Mage has worked with the devices creator
previously. In most cases, it is more effective for another Gear Mage to just
build a new device from scratch, even if they copy the previous model to do so.
MANA RECOVERY
Gear Mages recharge their powers by being near objects of artifice, be they machines of any sort, but preferably mechanically complicated devices. They can recharge much faster and more efficiently by fiddling or tinkering with said devices, especially performing acts of construction, repair, or dismantling, without using their magic to do so. Such objects can even include things like toys and puzzles, if they are mechanically- or construction-oriented.
AWAKENING
A Gear Mage gains their power by being mentored and guided by an existing Gear Mage. The master must guide the apprentice through several construction projects of increasing complexity, with the master easing off their guidance as it goes on. Eventually, something “clicks” in the apprentices’ mind, and they manage to create a device that operates under Gear Magic principles all on their own.
STRING MAGIC
POWERS and ABILITIES
String Mages are able to telekinetically control any sort of “string” with fine-tuned precision, imbue incredible durability and strength to the material, and even extend it to tremendous lengths. From sewing thread to twine to yarn to spider-silk to metal wires to dental floss to hairs, as long as the material is long, extremely thin, and flexible enough that it normally can’t hold itself up under its own weight, they can manipulate it.
String Mages are limited primarily in the use of available
materials, and the fact that they must use their hands to perform their
actions. In the case of non-human Mages, they must have some means of fine-tune
manipulation of string without relying on the Magic to do all of it. A Mages
strings, while actively under their power, are either looped around, or the end
is stuck to, their fingertips; they can have multiple strings attached to one
finger, but every string attached to that finger follows its general motions as
a unit, unless a Mage has trained to increase the range of diverse actions
myriad strings can perform off one digit. Exceptional Mages may be able to
additionally manipulate strings with their toes, or lips and tongue, if
necessary.
String Magic has a variety of uses, mainly utilitarian in
nature. It can be used to rapidly create or repair clothing, including
temporarily imbuing the threads of the material with enhanced durability
without compromising flexibility. This enhancement can affect any textile they
are wearing or have directly touched, and is one of the only times they don’t
need their hands to be constantly touching the material; they can enhance
another person’s clothing for several minutes by charging it with a touch.
Similarly, a String Mage can also tear apart a person’s textile clothing or
items (including the stitching that holds together pieces of armor), with a
touch by commanding the strings to fray apart all at once.
String Magic can also be used to create or destroy other
constructs, such as wire structures, snares, webs, musical chords, cutting
lines, braided whips, various tapestries, etc. Combining their enhancing effect
with telekinetic control, a Mage can also use even single strings as grapple
lines and bridges for quick travel over terrain. These various constructs can
be telekinetically manipulated as easily as the strings they are composed of,
including being temporarily frozen into various shapes. A short whip can become
a long lance in the Mage’s hand.
Strings can also be magically augmented for carrying sound,
enabling a Mage to create ad hoc
phone lines by doing the “two cans connected by a string” trick. When the Mages
makes one, however, their version will possess exceptional sound clarity like a
real phone. Similarly, a Mage can set up arrays of threads along the ground or
over a structure to read vibrations with incredible accuracy, or put out
strings as feelers to sense an area around them. Likewise, a Mage can create
temporary string instruments by making a set of strings arrange themselves as
if they are attached to a guitar, violin, or other such instrument, and create
the proper sounds when strummed, even if they are not made of the proper
materials.
String Mages have exceptional balance and seem to partly
defy gravity when walking along their own string bridges, able to casually
stand on them without fear of falling off, or snapping the string with their
weight. This likewise extends to thicker, but narrower “loose bridges” like
cables suspended in the air. This does not extend to balancing on “hard” narrow
bridges like rails, however.
The strings can likewise be enhanced not just for
durability, but for mechanical strength as well, and each string becomes a
super-strong tendril that can lift and move objects far heavier than the Mage
can lift themselves. Moreover, a Mage seems to similarly partly defy gravity
when lifting themselves with their own strings, moving freely through the air
on their string-grapples.
As part of their ability to manipulate many strings at once,
String Mages are naturally gifted with exceptional multitasking capability, and
can perform multiple actions at once with their strings without losing track.
This can extend to other tasks as well, though not usually to the degree they
can perform their Magic. Notably, String Mages are innately ambidextrous, and
can perform a different task with each hand, while paying nearly full attention
to a third activity at the same time without stumbling.
Exceptional String Mages can also unlock and master the
technique of Puppetry. By attaching their strings to a person or animal, they
are able to seize control of their body, manipulating their nervous system
through mystical impulses sent through the strings. This takes more
concentrated control than even using strings to work machinery, and a String
Mage usually needs to dedicate at least one whole hand to the act of
controlling someone, and they usually need both to start with. A person cannot
simply willpower their way out of this control, but the more they physically
try to resist, the clumsier the Mage’s control will be, to the point that one
can make the effort almost worthless, though the sheer muscular strain
necessary can be dangerous. Cutting the strings, even just a few of them, is
enough to break the control. If a person is fully armored, the strings can be
used to control the armor, but the person inside may have a chance to break out
of it before the strings touch their skin.
LIMITATIONS
As previously mentioned, to qualify as a “string”, the material must be thin, long, and dangle loosely under gravity with total flexibility. If it lacks any of these of these traits, it does not qualify. Ergo, a String Mage cannot just bend a paper clip into a straight rod, because even though it is a narrow, long piece of material, it is rigid enough to hold its form on its own. Likewise, flexible materials that may bend under their own weight but are still not fully loose, such as straw or brush fibers, are disqualified for use. A living string-like entity such as a horsehair worm or tape worm, is likewise disqualified, as is any fibrous material inside a living body.
Likewise, there is a somewhat nebulous threshold at which a
material becomes too thick to qualify as a string. Yarn still counts, very thin
cables can still count, but anything thick enough to be considered a cord or
rope tends to be unusable if it was not constructed by the String Mage herself
by linking her strings together.
String Mages can use their own hairs as strings, but cannot
do so directly from the surface of their skin. They must still touch their hair
with their fingers to manipulate it, and being rooted to their body limits how
much fine tune control can be performed if they don’t just pluck the hairs.
As mentioned, String Mages must connect their strings to
their fingers, or if they are capable, their toes or tongue and lips to be able
to manipulate them. If they lack any means of fine-tuned manipulation, such as
their hands being shackled in fully-encased restraints, or getting their hands
cut off, they are effectively powerless. Even Mages who can manipulate objects
with their feet won’t be able to do much if their toes are encased in shoes,
and thus such Mages tend to wear open sandals or go barefoot, unless
circumstances force them to do otherwise.
The enhanced durability granted to their strings only
qualifies for resisting physical force, such as snapping, cutting, fraying, or
crushing. This does not resist burning
or chemical corrosion, and in the case of metal wires, hinder conductivity.
The ability to lengthen strings is not indefinite; although
a String Mage seems able to ad copious amounts of extra mass to any given
string, Mages can only extend any given thread outward so far. The longest any
Mage has managed is about a thousand feet, projecting a string outward. By
contrast, however, a String Mage is able to tie a string to something, and then
continuously length it, but extending the end they are holding. This method enables
them to create miles-long strings they can trace the full length of, though
their control ability still only seems to extend to a thousand feet at most.
Ultimately, though, added mass to any given string will
eventually fade away, as the magic imbued into the material is used up. As
such, String Mages always make sure that they have access to a fair amount of
material to begin with.
MANA RECOVERY
String Mages passively absorb Mana simply through wearing sewn clothing. The more actual handcrafting was put into creating the outfit, the more Mana they collect, and in fact, they can suffuse such clothes with extra stores of Mana, giving them a lot of power to draw from when necessary.
They can charge their powers much faster by doing manual
sewing, knitting, and weaving themselves. Many String Mages have sewing kits or
looms for random crafting projects. Any accessories they make themselves can
hold even more Mana than normal textiles.
Some Mages have been known to recharge small bits of Mana by
being around web-weaving spiders, letting them crawl over them, lightly
touching their webs, or watching as the spider constructs their web.
AWAKENING
String Mages train apprentices in much the same way Gear Mages do, working on crafting projects that involve sewing, weaving, or knitting. Over time, the apprentice will do more and more of the work, while the String Mage suffuses the threads with their Magic. At something, something will click with the apprentice, and they will gain access to the power.
JUSTICE MAGIC
POWERS and ABILITIES
A Justice Mage is literal living force for justice, but like many socially-based Magic types, the manifestation is not always consistent. Moreso than most, Justice is exceptionally context-dependant, and the powers enabled will often reflect the situation being addressed.
By default, a Justice Mage obtains superhuman strength,
durability, speed, reflexes, and stamina to variable degrees, often scaling up
to match a threat, though it will not necessarily be enough to overcome it. Regenerative
powers, ignoring pain, enhanced senses, flight, and not needing to breathe are
not guaranteed, but are quite common additional powers. A Mage can also
manifest weaponry from thin air for combat or execution purposes, and these can
sometimes take on exotic manifestations. A flaming sword is a common weapon
wielded by Mages.
A Justice Mage can also innately tell when a person is
lying, and have a preternatural intuition of who is in the wrong or the right
in a given conflict. For example, if they witness a person striking someone,
they will know if that person was provoked into it, or if they were the initial
aggressor. It is hence not possible to trick a Justice Mage into acting
unjustly. Likewise, a Justice Mage will be able to determine the “right” course
of action to correct an injustice, although some may find the result untenable.
A Justice Mage’s powers are not always active, but while
they are host to the Magic, it will help keep them alive, even when taking
damage at unawares. It is still possible to kill an unguarded Mage with
instantly-lethal attacks, but they can survive and continue to act despite
taking what should be fatal blows. Even with their powers initially at rest,
they will begin regenerating if they take damage. Poisons and disease are
essentially useless, as they will be burned out of a Mage’s system before they
can inflict the desired effect.
Exactly where a Justice Mage’s sense of justice, and when
the power chooses to act, seems to be a combination of general broad notions of
what is determined to be right or wrong within the society they are within,
their own sense of right and wrong, and at times a little understand “higher”
notion of the greater good. For the most part, the Justice Mage can act with
their own sense of justice, as long as it does not overtly conflict with the
other two notions.
There are times, however, when Justice Magic may enable a
Mage to defy laws that clearly violate or inhibit the principles of a greater
good. Justice Magic will not condone prejudicial violence or enslavement, even
if such actions are sanctioned by the law.
LIMITATIONS
A Justice Mage’s powers are only active while they are in pursuit of justice. Under any other conditions, their powers don’t normally work. They can fly to chase after a criminal, but if they walk into a bar and pick a fight for a no reason, the power will fail them. The power will act to help them survive and recover at high speed, as being alive is rather necessary for the Mage to enact their mission, but otherwise will not protect them from damage or pain they unjustly bring upon themselves.
Likewise, a Justice Mage’s powers will not assist them in
pursuing revenge, meaning many are not able to properly use their powers
against a criminal that has directly wronged them, unless they are able to
retain total stoicism about their situation, and act as they would against any
other criminal.
Justice is a very context-dependant situation, and thus,
their powers may not act in accordance to their desires, only in accordance to
who has been wronged and who has not been wronged. A Mage’s ability to intuit
context means that they can sense the nuances of a conflict beyond the
immediate circumstances, as long as it involves those in direct conflict. For
example, Person A and Person B get into a fight. Person A appears to have
started it, and the Justice Mage may actively hate Person A. However, if it
turns out Person B has been harassing Person A until Person A finally snapped,
and there were no other mitigating factors contributing to the conflict, the
Justice Mage can’t ignore that fact, and must put their feelings towards Person
A aside to act on their behalf, or their powers will refuse to assist them in
the matter.
A Justice Mage is most effective when acting against a single
wrongdoer, or small group of wrongdoers, rather than tackling large scale
problems that effect the whole of society. A lot of what is perceived as evil
in the world is not actually done through direct evil intent, but the banality
of social and corporate systems being indifferent to the plight of those left
behind. However, attempting to tear down those very systems would do more
damage to society as a whole, and thus a Justice Mage cannot simply turn their
power against the rulers of society in the hopes to cause a large-scale
revolution within their country. Because there are so many factors at play, a
Justice Mage’s power cannot see the true path of justice to follow, and
attempting to tackle problems on such a scale just causes their powers to effectively
short circuit. Only when such figures of authority are themselves criminals
that act with direct malice against the people can a Justice Mage reliably use
their powers against them.
It is worth noting, however, that Justice Magic does not
prevent a Mage from doing unjust acts or tackling much larger issues of wide
scale reform, just that they cannot use their powers in those contexts.
Because the context of justice can be different in different
cultures, even though a Justice Mage’s powers are largely influenced by their
own sense of right and wrong, the greater notions of societal law and the
greater good may interfere with the effectiveness of their powers. A Justice
Mage may not like that fact that in some countries, a woman is required to wear
a full-body covering in public, but if that is the law of the land, and the
woman is not being otherwise forced into compliance through threats and bodily
harm, Justice Magic is not going to help it’s user act to free said woman of
the dress standard.
Justice Magic also does not concern itself with wrongdoings
that are essentially just petty slights or inconveniences. It won’t activate in
a circumstance where one child is angry that their sibling got an extra cookie
and they didn’t.
Justice Magic is also not reliable for engaging in war.
Unlike War Mages, whose powers operate simply through battling and staying
loyal to their chosen side, a Justice Mage senses the atrocity occurring on all
sides. There powers are unlikely to operate in such conditions unless they can
undergo a mission with a clear objective to bring an end to the clearest evils
being committed.
With all this in mind, Justice Mages are at their best when
dealing with more immediate crimes, or pursuing a specific criminal that has
escaped the law.
MANA RECOVERY
A Justice Mages powers are constantly active when in pursuit of a just cause, be it in direct action, or when performing tasks that will better facilitate that goal. There is no need for a Justice Mage to charge their abilities, though depending on the threat scale, their powers may increase beyond their normal limits during great threats.
AWAKENING
All Justice Mages are awakened by the Call, in which they experience a vision of a nearly angelic being bestowing them with the power. There is no consistent description of this being other than its shining presence. The Call will usually come to those who are already in some line of protective duty, usually a soldier or police officer, but fire men and doctors have been selected as well. A few judges and lawyers have also been picked, and in rare cases, a regular civilian with a strong sense of justice may be selected.
There are rumors that the first Justice Mage was actually a
man wrongly convicted and imprisoned, manifesting his powers in his anguish,
and breaking free to ensure the innocent would be protected. It is said that
upon his eventual death, he sent forth his spirit to select others to carry on
his mission. There does seem to be some precedent for this one, as the first
recorded Justice Mage was indeed an ex-convict proven to have been innocent,
but whether his spirit is responsible for the subsequent Mages is not
determinable.
Conceptual Magic follows the idea that magic may operate under its own form of rules and laws, but that the connections between them are more in line with thematic association, rather than any sort of quantifiable scientific understanding or rational connection. While defying known physical laws is to be expected of a supernatural force, these forms of magic grant powers and abilities based on cultural connotations and superstitions relating to their theme.
Concept Magics are largely identified by two factors: energy mechanics and range of effects.
Every form of Concept Magic originates from some kind of exceptional supernatural accident. It is not easy to trace the origins; in fact, while there are many legends tying Concept Magic to the works of gods or folklore heroes or enlightened artists or intrepid explorers, none can actually be irrefutably linked to a specific inventor or incident of discovery. It is almost as if the earliest Mages simply woke up with the knowledge one day.
There are two ways by which Concept Magic can spread: one is by sheer freak accident, the other is by ritualistic passing. Some Magics can be spread through both methods, and in fact, there does seem to be a precedent that Magics in danger of fading away through lack of ritual passing may spontaneously generate in a new handful of random people throughout the world by seeming accident.
As previously mentioned, the only reliable way to shut off a Concept Mage’s power is to deprive them of the source of their unique energy. Most Concept Mages rely on their Mana source to be either always present, or they must use it to charge their powers, at which point, they will drain their store of energy over time and/or through use of their Magic. Lock a Solar Mage in a place with no sun light, keep a Water Mage away from water, throw a Song Mage in a padded room with restrains so they can’t hear or produce any music, etc. Depending on the type of Magic involved, this can be easy or next to impossible. It is simple enough to deprive an Ice Mage of cold depending on the environment, but depriving an Air Mage of air without outright killing them from suffocation would require trapping them in a small bubble of air entombed inside solid rock, or deep underwater, or in a vacuum, which isn’t very easy to arrange.
You can pretty much create any type of Concept Magic by taking any word and slapping “Magic” after it, and then start thinking of all the things that word might be associated with as the basis for what abilities the Magic would give you.
CLOUD MAGIC
POWERS and ABILITIES
Cloud Mages are one of many possible variations of Elemental Mage, with a bit more range of effects than more specific types like Ice or Fire. Cloud Mages possess abilities associated with clouds.
Cloud Mages have several methods of recovery, namely by standing in the shade of clouds, standing in various forms of precipitation, or standing in mist or fog. They can also gain some power by floating in the air through methods not directly under their control, such as hanging out on a hot-air balloon.
Contrary to some expectations, Cloud Mages do not control wind. Strong gusts can easily send them flying off in unwanted directions while they are floating, and their clouds can be easily dispersed by sudden gusts if they are not actively trying to anchor their clouds in place.
Nearly all Cloud Mages are accidentally formed, through the simple act of taking an aircraft through a cloud, or being caught in very heavy mist or fog bank on land or water during an overcast day. The more exposed to the cloud one is, the better. This is one of the few Concept Magics where an “accidental” awakening can be artificially induced, with people taking open planes and balloons up to cloud level, or taking out boats during heavy fog, but the triggering is so rare and unreliable, that it’s as good as worthless to actually try and purposefully become one.
RAT MAGIC
POWERS and ABILITIES
Rat Magic grants a wide variety of abilities all tied to concepts about rats. Initially, a Rat Mage can commune with and command swarms of rats. Soon, they will be able to transform into a rat themselves, either to scale with a normal rat, or a giant dog-sized rat. They can also take on a wererat hybrid form, combining a general human body shape with varying degrees of rat-like features. Some Rat Mages are even able to break apart their bodies into multiple normal-sized rats, or even small copies of their human form to become their own swarm.
Rumors have it that Rat Mages have incredibly shortened life-spans, incredibly heightened libidos, cannibalistic tendencies, and/or are natural carriers of actual plagues. These are not true, or at least, any given Rat Mage with these negative qualities has them unrelated to the Magic.
Rat Mages recharge their powers simply by hanging out with rats. The bigger the swarm, the faster they recharge. In the absence of rats, mice will also do; technically speaking, Mouse Mages are a separate, but overlapping type of Mage, but they are so similar, and rats are by far the more numerous of the two, that Mouse Mages are effectively just a sub-variant of Rat Mage. There has also been at least one known Hamster Mage variant, and a few Rat Mages have managed to make due with a hamster swarm in a pinch. However, this seems to be the limit, as no other rodent species will do, and using a rodent one is not primarily aligned to is always less effective. If neither mice nor rats nor hamsters are present, eating cheese can also restore a bit of Mana.
A Rat Mage gains their powers by forging a relationship with a rat that has already spent substantial time in the presence of an existing Rat Mage. Such rats (or mice) will naturally absorb some of the magical essence of their master, and can transfer it by instinct to a person whom they have come to trust. The process is accelerated if the person in question gains the trust of a whole swarm. However, such a connection is not fully formed unless the rat or rat swarm is cut loose from their original master. In this event, there is still a chance the unaffiliated rat will lose that essence if they go too long without encountering another human to bond to. Swarms are more likely to actively seek a new master in the event their first master dies, but they may still run out the clock on the essence if they take too long. Such rats that lose that essence no longer feel a need to bond with a human, and the possibility of connection is usually lost.
POWERS and ABILITIES
Gear Mages are able to create machines that operate under a sort of cartoon logic of how machines are supposed to operate. They can likewise enhance existing machines by attaching parts intended to operate similarly. Gear Magic devices can be crudely constructed, as long as they are sturdy enough to take the punishment necessary to work. In fact, in some cases, the less mechanically sensible the device is, the better it may operate, as the person using Gear Magic can focus on the effect they are trying to achieve without being distracted by knowing how impractical it is. Because of this, somewhat ironically, actual mechanics and engineers can make for poor Gear Mages if they cannot get out of the headspace of realistic construction restrictions.
Gear Mages are, of course, limited by the materials at hand. If they can’t find or make a propeller, they can’t make anything that requires a propeller to function. There are cases as well where, due to sheer scale, even attempting to build or enhance a machine just won’t work if the Gear Mage doesn’t have enough material to “sensibly” craft the device. Putting a small rocket on a tank isn’t going to let it move any faster, if the rocket is tiny, and even by the logic of Gear Magic, wouldn’t be capable of moving such a heavy machine on it’s own, much less enhance it’s speed.
Gear Mages recharge their powers by being near objects of artifice, be they machines of any sort, but preferably mechanically complicated devices. They can recharge much faster and more efficiently by fiddling or tinkering with said devices, especially performing acts of construction, repair, or dismantling, without using their magic to do so. Such objects can even include things like toys and puzzles, if they are mechanically- or construction-oriented.
A Gear Mage gains their power by being mentored and guided by an existing Gear Mage. The master must guide the apprentice through several construction projects of increasing complexity, with the master easing off their guidance as it goes on. Eventually, something “clicks” in the apprentices’ mind, and they manage to create a device that operates under Gear Magic principles all on their own.
POWERS and ABILITIES
String Mages are able to telekinetically control any sort of “string” with fine-tuned precision, imbue incredible durability and strength to the material, and even extend it to tremendous lengths. From sewing thread to twine to yarn to spider-silk to metal wires to dental floss to hairs, as long as the material is long, extremely thin, and flexible enough that it normally can’t hold itself up under its own weight, they can manipulate it.
As previously mentioned, to qualify as a “string”, the material must be thin, long, and dangle loosely under gravity with total flexibility. If it lacks any of these of these traits, it does not qualify. Ergo, a String Mage cannot just bend a paper clip into a straight rod, because even though it is a narrow, long piece of material, it is rigid enough to hold its form on its own. Likewise, flexible materials that may bend under their own weight but are still not fully loose, such as straw or brush fibers, are disqualified for use. A living string-like entity such as a horsehair worm or tape worm, is likewise disqualified, as is any fibrous material inside a living body.
String Mages passively absorb Mana simply through wearing sewn clothing. The more actual handcrafting was put into creating the outfit, the more Mana they collect, and in fact, they can suffuse such clothes with extra stores of Mana, giving them a lot of power to draw from when necessary.
String Mages train apprentices in much the same way Gear Mages do, working on crafting projects that involve sewing, weaving, or knitting. Over time, the apprentice will do more and more of the work, while the String Mage suffuses the threads with their Magic. At something, something will click with the apprentice, and they will gain access to the power.
POWERS and ABILITIES
A Justice Mage is literal living force for justice, but like many socially-based Magic types, the manifestation is not always consistent. Moreso than most, Justice is exceptionally context-dependant, and the powers enabled will often reflect the situation being addressed.
A Justice Mage’s powers are only active while they are in pursuit of justice. Under any other conditions, their powers don’t normally work. They can fly to chase after a criminal, but if they walk into a bar and pick a fight for a no reason, the power will fail them. The power will act to help them survive and recover at high speed, as being alive is rather necessary for the Mage to enact their mission, but otherwise will not protect them from damage or pain they unjustly bring upon themselves.
A Justice Mages powers are constantly active when in pursuit of a just cause, be it in direct action, or when performing tasks that will better facilitate that goal. There is no need for a Justice Mage to charge their abilities, though depending on the threat scale, their powers may increase beyond their normal limits during great threats.
All Justice Mages are awakened by the Call, in which they experience a vision of a nearly angelic being bestowing them with the power. There is no consistent description of this being other than its shining presence. The Call will usually come to those who are already in some line of protective duty, usually a soldier or police officer, but fire men and doctors have been selected as well. A few judges and lawyers have also been picked, and in rare cases, a regular civilian with a strong sense of justice may be selected.
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