World Age of Metal

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World Age of Metal

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Nimae

The Nimae are metallic threads with physical contact points proliferating across the material plane, linking the realms and the worlds. they are inconvertible in the sense that they are of the proliferation, and of it in a sense that make them indistinguishable, the diameter or width of the Nimae when observed through empirical means seems to approximate infinity, that is, infinitely fractionated and infinitely massive, the shortest and simultaneously longest length in the universe. This observation provides a mere surface level understanding, however, as the Nimae exist well beyond the rules and confines of the material and tangible.

For one, they contain infinite potential, are indestructible, inconvertible and cannot be manipulated. There is no possibility of harnessing the power contained within them. They have no use either beyond the purpose of absolute connection, that is, their presence ties all of the proliferation's constituents together. They are regularly used by the living as travel means, with entire inter planetary ecosystems dependent upon them. Traveling across these takes no time as they are not bounded by time. In traveling across them, the living are merely relinked, recombined and given anchored manifestation somewhere else. It isn't as though the subject was in one place at one time, and then somewhere else. Rather, they always existed within both places and only shifted in a way that confirmed their narrowed perspective.

Additionally, those infinite alter states exist in a separate plane altogether, which the Nimae also connects. This would be a spiritual plane of sorts, though distinct from the funerary and natural spirits denoting mysticism. It is of a shared linkage of souls that exist in each and every place the Nimae connects together, meaning that each of the world's subjects exist as infinitesimal fragments of their combined planar self. Nescha for instance in the age of metal is not merely Nescha fully, but is rather one infinitely small fragment of Nescha awake and anchored to the material.

In some sense this fragmentation might seem limiting but it is ultimately the status of all living subjects. There remain very few examples of things that exist as whole versions of themself, and all known examples were infinite in some way, whether infinitely autonomous (separated from the proliferation entirely), infinitely condensed (becoming the singular god of the universe), or some other variation.

Porva
Origin Metals as they are called, are primordial elements fundamentally, linked directly to the proliferation itself, they possess simplicity that approach infinite regression and dissolution, and serve as grand unifying elements. A Segment of Porva exists within the northern continent of Atmon, which also serves as a massive spiritual hotspot.
 
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The Inner



Nescha Flumm
Magic was never that important.

Dossier

Name: Nescha Flumm
Titles: Persuader, State Battlemage, Descended
Age: Unknown, estimate in the late 50s
Race: Chavla
Birthplace: Fribourg, Nation of Vestrales
Sex/Gender: Female
Sexuality: Lesbian

Hair: Dark Brown, Short
Eyes: Brown
Height: 5'6"
Build: Athletic
Tattoos: N/A
Piercings: N/A



Personality

It is said that elemental alignment determines personality to some extent or another, those who align with metals live in the future, while those aligned with water live in the past. As the age of water was a time of reflecting on the nature and consequences of dramtic centralizations of power and the hellscapes prior, the age of metal bridged worlds together. This does not wholly reflect Nescha's perspective as a whole, but everything about her remains carried through from her past, Smithing from her mother, magic through the academies of Vestrales, metarunics derived from her time in Elnaas exploring the tombs of Verithragna. Magic on its own did not interest her, but the context surrounding it did, and this boundless curiosity was what led her to descend through the hellscapes of the past, to experience Aumury across many permutations, the exploration of possibilities and pasts became her greatest interest.

Nescha is emotionally disconnected, yet nonetheless a tour de force, kind but intense. Her success as a scholar against the odds fed into this unrelenting determination, and it was her time in the abyss which led her to a more aloof personality. Esoterics are bound to manifest one way or another within anyone who resides in the abyss for too long, and Nescha spends more time there than anyone else. However, do not allow these traits to presume complexity. Nescha at her core is a very simple person, only deeply affected by her surroundings, the loss of her mother and of friends, countless interactions with the echoes of the dead. She is one of the most celebrated mages in history yet never stuck around to recieve any of the accolades. There is a tremendous difference as well, between Nescha the person, and Nescha the enigma. Some of her closest colleagues remained completely unaware that she had a wife, for instance.


Likes: Language, Runics
Loves: History, Smithing, Her Wife
Alignment: True Neutral
Other: She may sometimes make Garum in her spare time


History

Nescha Flumm was born to a fairly standard Chavla family. Her father, Dumeng, died early in her life in a mining accident, and her mother, Julia, was a blacksmith. At a very young age, Nescha's talent for magic was discovered in a periodic survey conducted by the Vestrales military every ten years. At this point, Nescha's mother was given the option of enlisting her daughter for a fair bit of financial compensation. In truth it wasn't much of an option. Taxes on imported goods and low earnings as a result of a dramatically uneven power dynamic, meant a life of indefinite poverty for those unwilling or otherwise unable to comply with their requests. Her mother, naturally, complied. The decision was tough for Nescha to fully grasp, though in truth she had little say in the matter.

Nescha would then attend a magic academy within the mainland of Vestrales. Assimilation was difficult, not just because of the culture shock and inherent classism. In truth her training was fundamentally different from those who attended the standard classes. Since the Chavla were regarded as second class citizens, they trained in combat primarily, for the purposes of being sent into the war as battlemages. This effectively meant that Nescha trained alongside other Chavla, the occasional Vestrales born academy student that signed up for it, students from marginalized groups within Vestrales, and convicts.

While unpleasant, downright terrifying at times, Nescha and the other students in training formed a community that learned to work together to both cope with and resist the brutal world they had been thrown into. Of course this was more the silver lining to an overall difficult process. Exhaustion paired with minimal rations, and incredibly strict training regiments pushed all of them to the edge, and some didn't make it out alive. It was in part an attempt to compress what was ten years of magic practice and cultivation along with melee and martial arts training into a three year training regiment. The result was effectively what the nation of Vestrales wished for, an elite fighting force to throw onto the front lines of any given conflict, or if they were lucky, posted as guards in regions of instability.

From here Nescha did the rest of her training within the field. This was in part an effort to compensate for a lack of real world battle experience in students thrown into what was effectively an experimental training period within an isolated environment. She would spend an additional three years in this position before finally graduating, where she would then enter the military proper, as mandated. Vestrales naturally required service of the students it trained in this fashion, and it was at this point where they began to compensate their battlemages with due compensation.

In truth, as brutal and coercive as it was, it yielded marked benefits within only a few years, but this came with being saddled with an obligation. Nescha's relationship with her mother was notably strained as a result of her training, viewing it as her being sold off by her mother for her own selfish benefit, though only time would tell if this was an accurate view of it or not.




Original Template by GremlinSage
Context
Fighting off the swarm, navigating the dangerous landscape of Elnaas at a time of war between the world's most powerful sages, practice, form, and her journeys through the abyss are all precursors in the order of left to right to her growth as a battlemage.


CRAFT: Expert Blacksmith

From a young age Nescha's mother trained her in the craft of smithing, to a point where, by her early teenage years, she was doing a chunk of the forging herself, with her mother challenging her to fashion sharp blades from raw ore, from the heating and casting process, right down to the shaping, tempering, and mounting. She would become familiar with a variety of different forging practices, including methods of incorporating magical ore into weapons to serve as storage and sourcing of given effects.

She would later incorporate runic magic as well into her forging, but this would come about later. Being trained under her mother, she gained expertise, becoming a reliable blacksmith herself, though not quite with the same level of experience and mastery as her mother. It was originally her mother's intent to have her daughter simply take over the forge, but naturally this changed when a more significant opportunity presented itself.






OVERALL


Persuader
In Magic there are designations of spellcaster, and these are based in charisma. A more charismatic mage does not need to coax the world into doing their bidding. They need only command. A mage such as this would be referred to as a commander. Nescha does not possess the charisma to command the world to do anything, but must instead persuade an effect through incantation. This is what makes Nescha a persuader. The persuader designation would also cover the vast majority of mages.

Magic Shields
Nescha utilizes runic magic to place shield spells within her weapons, set to manifest within the blade's cut. This grants Nescha a fairly effective, defensive swordplay style that allows her to attack with deceptively small windows of vulnerability. This is a foundationally constructive style to magic and fighting.

Runic cuts
There are three ways for Nescha to place runes within her attacks. The first method is attaching mana to the sword, and having that extend out with the attack where it can pair with it. In this case, the rune is coded into the mana itself, and is either concealed or delayed in its effect, effectively a sword with a spell attached to it. The second method is to combine constructive magic with cleaving essence, or that which extends outward as cleaving force from a sword cut. In the case of runic magic, the sigil is introduced but cut in half, and therefore misaligned. This is an alternative method of delaying a given spell effect and is most often observed within bombs, requiring an alignment factor which in Nescha's case is accomplished through angled irradiance, that is aligning seemingly separate texts through alternating perspective, creating an image of something aligned. The third method is to utilize the cleaving essence itself to literally carve out given runes.

Metarunics
Nescha is able to utilize her runic spellcasting to magnify certain effects, via placing runic magic within a given rune, magnifying and combining effects. She is able to produce meta barriers through this means. Of course the effect of such a technique is often understated and underestimated. Runic magic is written into the lines of a given rune for every single part of the larger rune, which produces multiple versions of itself in the multiplicative sense. This can be used to, for instance, place a great number of physical barriers stacked within a non-material barrier, serving to deflect energy while physically enclosing. She can do roughly the same thing with other kinds of spells, producing an interesting series of combinations. This is most often accomplished through Mana attached to cleaving essence which is then used to carve runic transcriptions into the environment itself.





SWORDSMANSHIP AND MARTIAL ARTS


Cleaving essence
Through consequence of her swordplay, Nescha develops a secondary affinity for cleaving essence, or cleaving force, that which acts to separate, often a trait of numerous swordsmen and sword bearers alike in the past. Nescha can produce extended cuts by consequence of her sheer precision with the blade, courtesy of a natural lengthening of the carved space. This is a consequence of approximating perfect edge alignment, something that requires an incredible amount of practice to achieve, and also requires some extension of one's own will, as to produce a perfect angle of cleavage is to place one at odds with the natural world itself, which strives upon imperfection and disorder. A truly perfect strike, some say, doesn't exist. However, getting close enough to this perfection can have confounding effects and consequences which can allow for numerous phenomena, including the cut extending outward, and a separate technique Nescha has yet to learn.

Cleaving essence on the other hand does not require this approximation. It produces perfect cuts on its own. However, one would be a fool to mistake this for a set of training wheels. Rather, cleaving essence is stronger the more precise one's cuts are. It is a lot similar to Khadana, but with some differences. For one, cleaving essence can be used in the medical field to produce cuts so fine that they are not felt, allowing for ultra fine sewing techniques which can also allow for a more rapid healing process. It can also combine constructively with other magic. This gives it a number of advantages over Khadana, but what it doesn't have is Khadana's propensity for destroying the ethereal and feeding off of essence. It is foundationally non-parasitic in that way, and hence cuts through flesh more effectively courtesy of it simply being more intuitively balanced as an essence of the world.

Micronetics
This practice is derived from martial arts and has a few names, Ladane Ke Nala by the Yirdina, Panar Haye Badan by the Mardians and the Anahians. It is the careful manipulation of the body's own kinetic energy along a chain of motion, something that many fighters learn to some degree through martial arts. Micronetics takes it a step further, allowing one to exaggerate the kinetic effect of their attack. The kinetic effect in this context, refers to the moment of impact. In this case, the alignment and delivery of kinetic energy across the chain of the body is optimized right down to the micron hence its name.

To utilize such a technique requires total and absolute control of the body. Only this level of refinement allows for such control. Simply put, control over the body allows for control over the body's kinetic energy. The same can be done through swordsmanship.

Resonance and Amplification
Resonance is simply the interaction of forces with one another, in this case, most commonly, cleaving essence, a skill Nescha picked up during her dives through the abyss, this is generally multipart, but the actual process of achieving it is a lot easier than one would presume, requiring only absolute precision, timing and the application of balance and micronetics, Nescha being able to control partly, her kinetics, the force of a strike can be delayed, then paired with a follow up strike which produces a consequential area of amplification as the two forces, landing with the same exact timing, interact with one another in a manner that exaggerates its overall potency.

From amplification derives metakinetics, which is the complications of the amplifications across numerous variations. The amplification patterns derived through metakinetics are complex, and uniquely destructive, and it was Nescha's contribution to the technique of resonance. Her own development of Metarunics, the more popular and famous field of magic, was the inspiration point. Beyond that, metakinetics emerged as something almost wholly distinct to Nescha, and in some parts has been criticized as a potential misnomer, a use of a term that fit the field of runics, applies inappropriately to something as difficult to disentangle as distinct resonance patterns. Nonetheless, it was only possible through the combination of Nescha's skillset as a melee battlemage with the techniques of swordsmanship that makes something as incomprehensible as metakinetics feasible.

Sword of the collapsing Star
A well known albeit rarely practiced technique of consequence, later found to qualify as amplification, through a specific kind of strike. It is only possible through the use of a sharp edge, most commonly a sword or corresponding polearm, carving a trace through the flesh of the world in such a way as to produce two parts of itself momentarily, which produce a temporary amplification resonance of immense power, causing destabilization of the immediate surroundings which act as the cut's chain reaction. Like with resonance, nothing is required to produce this beyond simple technique. It produces a powerful chain reaction and explosion, and the cut actually accelerates as the two parts of itself collide together once more. It is not wholly unlike the generation of antimatter.

Even further still, nothing short of complete mastery of a bladed weapon is absolutely required not only to produce the strike, but also to direct its energy away from the sword bearer such that it doesn't cause extreme damage if not death outright. It is also impossible to master without some practice in extended micronetics, as the strike is as deafening as it is forceful, blinding, and hot.

Delayed cut
The technique mostly through micronetics to delay the landing of force with another strike, timed at roughly the same time which maximizes the amplification effect, is the combination of an opening strike delayed to land at the same time as an immediate follow up. This is usually heavily disguised. Beyond simple micronetics which involves the use of finesse, there is also delay magic which Nescha picks up on gradually, ultimately.


Esse Tenaci
This is a very powerful technique that will likely come to Nescha at a later time, requiring some degree of defiance in the face of immense struggle to unlock. This is a form of essence that strengthens and stabilizes grip, or friction with the ground. It does not make one immovable, but rather makes one incredibly difficult to move, allowing for dramatic exertion of power without any blowback whatsoever, while also allowing her to grip things with a greater degree of strength and effect. This does two things in service to her swordplay, for one granting her near flawless ground friction, while also providing her with the grip required to fully drive her cuts through tough materials and targets. A fluidity to the translation of force would allow her to take a large greatsword and cleave through several layers of reinforced concrete. Of course, this can only be obtained with a fair degree of strength as well.

Seventh Sense
Seventh sense is simply the reaction of the soul to external essence manifestations. This has everything to do with the specific carrying force of essence which produces its signature. This carrying force is no different from light, fundamentally. Radiation from external essence interacts with the soul, which can be used as a means of detection, allowing the soul carrier to locate with relative ease its proximity and rough direction. Like any sense, the seventh sense can be trained, and even extended beyond its seeming limits, but at its core, it is something all soul carriers possess, indistinguishable from any of the other senses.

Some have mislabeled the seventh sense as the sixth sense, but this is false. The sixth sense refers more to a grouping of additional senses that human beings possess without any awakening to power, like proprioception, or the ability to sense one's own orientation in space. Unlike the five senses and those grouped under the sixth sense, the seventh sense starts out very mute. If there was a comparison of the ordinary civilian's seventh sense to that of an experienced mage, it would be comparing mere shadow-reception to the ability to see in a multitude of different receptors with compact eyes containing retinas, rods, and cones.

Because the seventh sense is limited to external essence, it is not a tool that, on its own, can see past the body peering into the inner world, nor the internal essence. Additional honing, and techniques building upon the baseline of the seventh sense would be required to see what is normally available. Similarly, cloaking magic, or magic that specifically hides essence from detection via the seventh sense, does so by acting directly on its energy carrier, reducing or nullifying it such that the external essence present is left invisible to the seventh sense.

Of course, masters of the seventh sense may very well develop their own techniques of discernment allowing them to perceive past even cloaking techniques. What ultimately makes the difference is the level of mastery, specific training and techniques that convey advantages, and the level of concentration and expended effort as well as any time investment.

Mana Skeleton
Something Nescha picked up training as a battlemage. This utilizes core mana to summon strength within the body to otherwise accomplish feats that wouldn't be possible without some other form of training. Much of Nescha's core mana is expressed in this manner, preferring to use alternative channeling methods to power her more expensive spells.

Flash step
A universal technique for moving from one position to another at really high speeds, typically untraceable in the practical sense, playing on naturally slow reaction speed. There are several ways of reaching these speeds. Nescha's method is typically propulsion, via wind magic. Mana, when concentrated in a certain way, can act against its surroundings and repel someone. This effectively can be used to push someone with great force off an object in a seemingly telekinetic way. Nescha combines this often with wind magic used to generate walls of air, and vacuums absent of it. A special trick available to few that don't already have an affinity for wind, is to create areas of relative and varied density in areas outside of themselves. This can be done through a learned affinity, but a true affinity and/or adequate practice allows one to continuously create these areas with great speed, as second nature, so intuitive that one doesn't even need to think about it.

This is a highly advanced maneuver with several advantages, namely the fact that it is quiet, allowing one to break the speed of sound without any of the aerodynamic drag commonly present when one breaks the sound barrier. Rather it uses aerodynamic drag for propulsion, acceleration, and deceleration. It also has no visual tell, and does not displace air molecules meaning it is imperceptible by someone proficient in wind sense. The tradeoff is that it is fairly linear, and can be read by one familiar with such tricks. The deceleration is an inescapable end process as well, as sudden stops are impossible for simple reasons. This can be made somewhat illusory by a master of the technique who may use deceleration windows to simply change direction, chaining several flash steps together. However, this too can be punished with the appropriate counter.

There are several variations of flash step that Nescha can use. The first is a simple propulsion, requiring finesse to stick the landing, with a natural deceleration process, organic as it gets. This is often subsonic for a number of reasons. The second variation is a continuous route, most efficient, fewest windows of vulnerability, often hypersonic, requires mana and focus to do effectively. The third involves creating a vacuum beforehand. This allows for an ease of flash step that is both really fast, has similarly low vulnerability and requires no focus, but ultimately hinges on the appropriate setup and disguise to be effective.





CODEX

Nescha carries a codex with her, initially composed with Vestralian tech, later rebuilt from scratch after being destroyed the first time. It stores all the information pertaining to weapons personally forged and documented by Nescha. Forging a weapon personally is the stated requirement for loading a given weapon into the codex as an automatically available construct. Constructs are available as conjurations and as summons.

Estoc
Tried and true, the weapon she first learned how to use and the one she has carried with her, from the battle at eastgate and throughout numerous conflicts in Aumury. This is a classical Estoc, but usually has enchantments written into its copies upon construction.

Giant Slayer Replica
A sword weighing in the hundreds of pounds, impossible for Nescha to use without Mana Skeleton. It is a very heavy greatsword and a copy of the Giant Slayer, which was the weapon wielded by Madelyn, her wife. The original version could be replicated fully due to its innate anti-structural properties which conflict naturally with the construct magic of the codex. It is nonetheless a valuable weapon used by Nescha for its incredible heft and great force.

Shamshir
A curved sword forged in Elnaas, more proficient at slashing than at thrusting, another invaluable weapon within her codex, one that she trained in the mastery of under the swordsman Makda Jiraa.



SPELLS

Runics and metarunics, shields, elemental magics, all forged in a time of chaos war and bloodshed, honed through the traversal of the abyss. Many of these same spells, especially those belonging to the field of metarunics were repurposed for the studies of aetho-engineering and medical magics.



ELEMENTAL MAGIC: WATER


Cleanse i
Nescha can dispel most curses of the physical through water purification, which can take two forms. The first is a simple spell that's cast and permeates across the body. The second form is a physical elixir that is imbibed.

Cleanse ii
A higher specificity of water purification that allows one to target specific physical ailments, clearing a specific region of the body of contamination. This often takes the form of a physical ointment, applied in a specific region of the body. In targeting something deeper, incisions are required to allow for a deeper penetration of the curative.

Deliberar
An unshackling technique, usually specific to natural affinities as its not an incantation nor really a persuasion but an intuitive technique, a breaking of the dam.

Membri
Water tendrils snake out from Nescha's form creating a subtle area of effect spell. The space produced is not actually that large, but the concentration of the magic itself is fairly high. The nature of the tendrils is governed by their surface area, which Nescha can use to funnel more runes and sigils into, allowing her for a powerful magical construction that serves as a solid basis for funneling outward a variety of different magical spells.

Vena
Refers to the practice of producing essence networks within the battlefield which can serve a variety of purposes. These networks are composed of channels, which can be ethereal or physical.

Ice Reportoire

Shards
A specific spell that produces small airborne ice crystals, typically razor sharp and often interfused with the options of forming larger constructs.

Ice Estoc
A materialized enchanted sword copy that freezes to the touch, and comes with a permanent Vena enchantment supplied by leylines, allowing for ease of essence channeling and setup.

Ice shield
Nescha is able to use ice to produce a quick shield, much like her mana shields, except this one in particular is a physical construct and often a permanent materialization. It is often destroyed afterwards or converted into a different material, but the design of it is simple. Mana is continuously supplied to anchor it in place as a still shield, but the exterior is composed of hardened ice.

The purpose of this is to provide quick defenses against attacks that target essence. It does typically require some amount of ice present however for the construction to complete itself.

Ice Barrier
Nescha can form potent physical barriers out of ice, which serve a two fold purpose, enclosing and chilling at once.

Ice spire
Nescha can form large spires of ice that are used to impale and freeze at the same time.

Ice reportoire: crepitus
A magical explosion with an ice signature attached to it. Freezing potential increases multiplicatively across its radius, with the outer edges being at the lowest temperatures. The core of the explosion on the other hand possesses higher kinetic energy.

Summon Blizzard
A spell that inserts a mana seed into the sky, around which a natural snowstorm accumulates. The strength of the storm is determined in part by that of the seed, though it is also perfectly natural, a consequential spell more than it is an actual spell.

Magna Glacies
A massive frozen spot is made manifest. This manifestation brings about a field of extremely chilled air surrounding it, a massive amount of mana coagulates, allowing for additional networking through Vena, often in combination with the shards spell. Magna Glacies has a few variations to it, one is a large central mass around which other things proliferate. A generic outward expansion produces additional crystals and additional proliferation, the central mass only grows larger as a result. The second variation is a boundless expansion, functioning similar to the Crepitus spell, but with a more constructive bent to it. It involves pockets of chilled air which become the catalysts for additional ice to proliferate, almost entirely composed of shards. The third variation is one of controlled expansion, involving Vena typically, allowing networks of ice that become flexible routes of ongoing expansion. This typically involves tendrils which are also very sharp, albeit malleable. Because it is also structured it combines fairly well with the notion of metarunics, allowing additional sigils to be drawn within its shape, multiplying their intensities.

Ice Vena
An immense proliferation of malleable ice tendrils that produce across extensive networks often, made manifest either by shards, ice mass, or ice spires. Metarunics allows additional sigils to be written within these tendrils allowing additional spells to come out from them.

Refraction
Ice can be used to reflect beams of light. This becomes notably useful when paired with light magic, as light magic behaves much like light, allowing for various bodies of summoned light to reflect, and divert according to Nescha's wishes. She is sometimes also able to utilize this to produce a phenomenon known as light magic metarunics, wherein bodies of refracted light become the very language of persuasion for its own spells.





LIGHT MAGIC


Light Storm
Mana seed is used to produce a light storm, characterized by burning heat, and plasma condensed into one body. It requires extensive preparation but is also very very powerful. That said, it is very consequential, in many ways mimicking the solar storms of stars.

Radiant Slash
A combination of cleaving essence with light gives one of Nescha's most commonly utilized techniques as a battlemage, describing cuts that burn just as well as they cleave. They are particularly useful against the demonic and against fiends.

Radiant Barrier
A barrier composed out of light, typically non-physical, useful at trapping demons and fiends. It conceals and chars.

Divine Purification - RS
Under particular circumstances when someone or something is afflicted by a curse, Nescha can use radiant essence to remove said curse. Since radiance has a natural advantage against curses it can work though it is also advised against in several circumstances as it is not a permanent fix for other phenomena like targeted curses, and it also causes damage to the body in a way cleanse does not.





ELEMENTAL MAGIC: WIND


Wind slash - T, MR
A rudimentary technique of any battlemage with even the slightest affinity for wind. Nescha's cleaving essence is mixed with wind essence, allowing for a distinct property that travels through space faster. The reason for this has everything to do with the wind acceleration effect, that is the manner by which reverse friction is generated along the length of a given cut, thus actually propelling it forward where friction would normally slow it down. It is also a physical strike, composed of wind, and hence more dependent on aspects like created vacuums and reverse friction.

Spiralis - RS
Nescha can commit to a path of momentum directed by powerful wind currents, moving in a curved manner similar to a spiral, hence the name of the technique.

Falsum Obsessio - RS
Nescha is able to produce displacements in air without actually committing herself. This form of projection produces a false attack, one that can be difficult to observe in that it mimicks an invisible attack flawlessly.

Relativum Massa - T
A common technique among those with natural affinities for wind magic involves a cancellation and/or adjustment of translated weight, allowing for easy maneuverability through movement tricks like flash step and spiralis.

Pressura Interiore - RS
A spell characterized by an extreme build up of pressure within a given space. Air molecules are compressed together and a vacuum is produced naturally sucking things inward.

Exterius - RS/ToC
An outward propulsion of air. It can be a technique and a spell, though more often it is a technique of consequence following spells like Pressura Interiore.

Vortex- RS, MR
Uses mana to produce a brief wind vortex. The vortex is something she can also travel through, and most importantly, it can carry with it debris.

Supercell RS, ToC
Nescha can summon a tornado via inserting a Mana seed in the sky, producing a supercell thunderstorm. Once formed it travels along a natural path based on other conditions, and becomes a natural disaster which continues well after the mana seed expires.

Vacuum - RS
Nescha can use mana to produce vacuums of empty space, with an absence of air molecules. This can produce areas of zero air pressure which can rupture lungs and cause serious tissue damage.


Vacuum Shield
A special kind of shield Nescha possesses that exerts a vacuum in the air. When she blocks with this shield, she is also knocked back into this vacuum. Precise control over where that vacuum is placed allows her to redirect the force from her opponent's strikes funneled directly into the energy she would need to reposition herself. She does this via extremely subtle manipulation of air molecules, providing for herself a path of least frictional resistance to travel through. However, another use of this spell is to place the vacuum behind the foe, where if insufficient force is applied to the attack, they are simply repelled and sent backwards into the vacuum themselves, as a result of having no air resistance compared to Nescha herself.



OTHER ELEMENTS / NON-ELEMENTAL MAGIC


Fire slash - T, MR
Burns and cleaves.

Fire bolt - RS
Fire leaps out towards a specific target, non isolate and thin, specific point of influence.

Ignite - RS
Mana centered around a sigil concentrates heat in a specific spot and then ignites it, producing a powerful attack.

Fortify - RS
An earth spell that bolster's Nescha's fortitude.

Earth Wall - RS, ToC, MR
Nescha uses mana to produce an earth wall, which can serve a number of different purposes.

Earth Spire - RS, ToC, MR
A spire of earth protrudes outward from a rocky surface, dealing physical blunt and piercing damage.

Fundamentum
A fairly rudimentary spell for any battlemage. In the case of Nescha it is written directly into her weapons. At its core is simple elemental alignment, allowing for a quick source of elemental damage available by choice.

Discharge - RS, ToC
An accumulation and release of charges on contact. This spell can also be channeled through weapons.

Ground Current - RS
Conducts current through the ground into an enemy, typically very difficult to see coming.

Closed Circuit - RS
Nescha can channel a powerful current across a given network, often comprising the length of a weapon, wreathing it in electricity which can superheat it or be used to generate plasma.


Bounded field
A bounded field is a barrier that acts upon spacetime, acting as a deterrent for things entering in and out through the curvature of space around it. Aspatial directionality is therefore required to get past it. This is the highest form of barrier magic known to Nescha, and she also doesn't fully understand it yet.

Blade Magic
In truth blade magic can take a variety of different forms. The simplest is projected cuts, while more complex versions involve summoned constructs automatically forged through a combined sourcing of mana and visualization. In truth Nescha was the only one to excel in this form of magic, as most others struggled to visualize weapons. This was again tied in with her expertise in weapon forging, as she understood the components of the very thing she was meant to visualize. Ergo, fashioning a sword out of seeming thin air was child's play for her.




METARUNICS


There are three major categories. The duplicate runic stack is the simplest, an ignite stacked with ignite as an example. However, it also must be understood that the resulting spell is usually something different entirely. It is not merely a stacked ignite spell, but is better conceived of as an igniteignite spell, for the runes are appended together irretrievably. The names of these spells become self explanatory.

The second category involves two disparate runes combined with one another, which require unique nomenclature and a means of distinguishing them from other spells. Because most metarunic spells of this nature tend to be extremely potent, they are enclosed as permanent dashed circles when used as examples for educational purposes.

The third type was one the Nescha became well known for, which isn't metarunics but a proto-version of metarunics, that involves use of multiple spells to produce a unique effect. These are also self explanatory and usually come about as normal spells. The singular metarunics addition to this school involves the use of Vena, drawing direct influence from the naturally occurring Nimae, Nescha developed her own unique channeling system with fluid adjustment methods allowing for continuous writing throughout the lines themselves which can react in a variety of different ways to different spells. Battle wise it was Nescha playing away from her weaknesses in low relative mana concentration into her strength of mind. Historically, it was something she came across in trying to draw closer to the language of the universe in an effort to universally understand other human languages. Her failure to accomplish this gave way to a distinct system of power itself.

Environmental Opportunism
A skill Nescha developed over her life as a battlemage, simply utilizing one's surroundings to direct and guide runes, a necessity for any persuader.

Radia Glacies
A combination of ice and radiance runes, mirroring the magna glacies spell, but utilizing an ice plasma burst that travels through and outside the spell's perimeter, the combination of light rays with the glacies repertoire is the main theme.

Stalia Brisenta
This was Nescha's refinement of a magical construct spell belonging to the radiant magic category, largely speaking there had been continuous efforts made by various mages to produce fusion generators, and star constructs, separate scales perhaps, but similar in function. The Stalia spell repertoire was uncovered through her travels in the abyss. The problem was the combined fields of light, fire, and gravity all necessary to master to cast the rune, combined with the runic attempts themselves, being incredibly intricate and complex. Nescha utilized metarunics to refine this spell into what it now is, a functioning and scalable star construct, not utilizing gravity but a specific curse to maintain its shape, which allows for smaller emulations of what amounts to a fusion power generator, or the infamous star construct.

Chavra Finala
In context, the most conventionally powerful barrier spell was conceived. It occupies a spherical space, and is constructed through a combination of earth and wind runes. It utilizes a force cancellation effect, similar in style to weight cancellation, and is anchored firmly to the ground. It is not a perfect sphere persay, but includes several metallic anchor lines, and its body is woven into existence from scratch, which also allows it to treat all essence as the same, this was specifically crafted to directly counter Yatna, and is hence multipart, containing an outer physical shell orders of magnitude harder than diamond, and an internal network of continuously active breaking bonds. It is a living barrier in this regard.

Arms ed Armaziun
Also a metarune but acting around the body. It provides complex effects of strength, fortitude and flow state. The spell is one part summoning, one part forging magic, and one part purification, the effect is the summoned catalyst around which the armor is forged from scratch. Metarunic translation indicates this as a simultaneous process, meaning the catalysis of the forging and the forging occurs at the same time, hence why the verbal translation of the incantation would be summonforge not merely summon + forge. The body is purified during the process, which also plays into the forging, there is the forging of the armor and the reforging of the self, in the appending word summonforgepurify. All Metarunic spells work in this way, irretrievable combinations that occupy similar windows. Of course, each part still requires its own investment in one way or another.

The after effects are the summoned effects of the armor itself, like the translation of the mana seed's information, which includes a pre-forged metarune Deliberar Vena, which connects and sources from leylines, raw essence drawn in through Vena converts to mana automatically which makes it usable as a means of powering all of the armor's additional internal runics, including critical spells like esse tenaci, fortification, and vacuum shield.

Disparate Fragments
WIP

The Outer and Hellforged
WIP
 
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A deep and dark tomb, containing memories, fleeting and cold, the residue of past events, gargantuan fossils, and then towards the bottom, the gates that lead across the multiverse.

The abyss is more than just the deep part of an ocean. It is an entire realm composed of water, the place of boundless depth and noise known in past iterations as the woman in white. It is inherently weird, containing all the drawn out memories of infinite deities stretched out into oblivion before the great crunch. It not only contains the entire track record of the universe prior to the current age, but also carries within it gateways into other universes as well. It is a place filled with residue, memories, almosts, loosely fragmented stories, and most importantly new possibilities.

The Drowned
A small collection of courageous souls who brave the depths of the abyss. Their reasoning for doing so is often their own. It is functionally infinite in what I can provide, from great treasures, to histories thought to be buried from the light forever. Some may even brave the depths with the goal of learning for themselves, but all of them are yearners, all seeking the abyss and by virtue the very cosmos itself for the past, and for new possibilities to explore.

The Age of Metal
The collapse of the prior Universe led the following multiverse into an age of metal, with each universe explored within the abyss being connected and almost composed fundamentally of metal. Of the metals, one type of metal known as god metal, is what makes up each universe's skeleton. Traveling from planets and galaxies is achieved through these metallic pathways which have led to a multiverse more separated yet also more connected than any prior age. Of course this does not include all universes of the multiverse, namely those touched by the metallic proliferation, infinite in its potential, though not necessarily infinite in its scope. This leaves room for other verses in terms of lore.

Leviathans of the abyss

Each one a nation, independent, unfathomable in scale and unquantifiably ancient.

The Leviathans are keepers of the Abyss great big mounds of massive undifferentiated flesh, from which few things emerge. Their origins are unknown but their scale is tremendous, with some larger than entire planets, others larger than supermassive black holes. They are one of a select few phenomena which are untouchable to virtually all mortals. There is no way to kill one, nor is there a way to even fight one. They are mostly non-dangerous with the exception of smaller variants.

The White
It bears no coherent shape, with no cohesive theme barring its body of bright light, the only leviathan to do so. It's flesh is smooth to the touch like silk, and around its body that surges across the dark empty space of its confined home, is a faint glow, appearing almost as a halo around its shape.

The Red
The rest of the leviathans are the color of oxygenated flesh, flesh of unimaginable complexity, that has not been untangled nor quantified into smaller categories. They are composed of muscle and bone arranged without structure, teeth occasionally appearing without even the semblance of a jaw. In truth much of their understanding comes with the smaller forms that seem to match their own in its structure.

The red are immense in size, and scope. When they move they do so by quickly and violently, whipping their bodies across the abyss with enough speed to momentarily vaporize the water surrounding them, and often the product is a small displacement of water. These displacements echo out from the abyss to form large waves, similar though typically smaller than tsunamis. Some have theorized that these leviathans play a role in the acceleration of certain deep water currents, cycling critical nutrients across the global conveyer belt, though these are speculative.

Their raw strength is one thing but the other thing they have is immense essence, similar to that of the Wedhe, though greater and more immense, characterized by as of yet undetermined lifespans. While the Wedhe could be thought of as the proliferations from the sea that willfully gave up their immortality, the leviathans may as well have been eternal.

The Echoed
Smaller variations of these massive bodies of leviathans, composed of formless flesh with little structure beyond subtle distinctions in tissue, spongy in some parts, hard and condensed in others. They are much smaller than their seemingly deified counterparts across the leviathans but are still immensely fierce and powerful beyond logic or reason. One the size of a human hand would be stronger than a hundred of them.

The Mimics
The weakest of the abyssal beings are the corrupted pieces of flesh, transformed either from corpses or from living marine animals. This corruption is incredibly effective as it borrows from corrupted flesh the properties of blood, and appear as wounded. A fish corrupted in this manner would then quickly be devoured by a shark, which in turn would extend the corruption up the food chain.

The God Slayers
Humanoid shapes emerged from the undifferentiated flesh, forming together coherent shapes modeled after historical warriors of the past. These are extremely powerful and extremely dangerous, drawn to power and containing the touch of the void, the ancient form of Yatna, known as Veranae. The God Slayers are to some extent unknown as to what they serve, but they are aptly named for being created, forged, and sent throughout the multiverse with the sole intent of killing the gods of every universe in existence, as well as centralizations of power by virtue of transforming their essence into a true void, irretrievable.

Aumury
Doubts and suspicions can create imaginings of scenarios that never take place in reality, or so people think. As it turns out, these scenarios collect within the abyss, and are known as Aumuries. An Aumury can be very dangerous, namely to those trapped within one, as you can be stuck in them until they end, and some of them can extend to infinity. However, these imaginings that emerge from the thoughts of the people who originate them, can lead to separate versions of these people coming into existence, if they manage to escape the Aumury.

Drowned vs Descended
A drowned is something dead, a possibility of a life that ended tragically, like in the case of Clara Fardwanak, or Ri'isbeli Ašra, residents of the abyss through Aumury. A Descended is a willing traveler of the abyss, searching through this solitary hellscape for answers to the multiverse.
 
The relations with the world, power, the hellforged, and techniques of consequence can all be found here (eventually).

Interfusion

Mysticism at its core involves fusion. Where a wizard might command a given effect into existence a mystic will take a part of themselves and fuse with their surroundings as if bringing it about by their own hand. It is in some classical sense considered polar opposite to magic. Where magic is intellectual, studied, and involves communication, mysticism involves no communication, hinges heavily upon imagination, and also involves more of a communion with one's surroundings than academic study. However, these are not necessarily mutually exclusive to one another. If there's a reason few practitioners of mysticism practice magic it's less to do with compatibility than it relates to how much of their lives they end up spending in this state of connection, having no real time to master anything else. As a mystic one fused with their surroundings and in so doing, became a part of them.

A popular view pertaining to the origins of mysticism is that such origins relate to the origins of existence itself, in a monistic sense. In this view, all of everything observed today is the differentiating complexity emerging from one. In this theory, mysticism is a reversion from differentiation via established connection, and a working pursuit of wholeness, or that impossible journey towards the one.

Connection strength and consequence

Mysticism carries with it the inherent risk of being connected by essence to another given thing. If that given thing is damaged, the mystic will feel that damage. The stronger the connection the deeper the consequence. If a mystic is connected strongly enough to a given thing, and that thing is destroyed, they could very well lose a portion of themselves as a result, facing dire injury, and possibly death.

Most combat mystics will often safeguard this with separation techniques, allowing them to potentially disconnect rapidly from a given object as a response to damage, and conservation with what they connect with as well. On the other hand, some mystics do the opposite, welcoming all the consequences of an incredibly strong interfusion. The extreme variation of this is Dualistic Mysticism, which involves interfusion to the point of a near 50/50 split of the self.

Odd types of interfusion

Destructive interfusion:
Combat mystics will often interfuse with a given object with the purpose of making that object unstable and destroying it. This type of interfusion would be wholly distinct from the standard interfusion, and so it has differing risks. For one the connection to the object in question to be destroyed would be fairly weak, as there doesn't need to be any great connection established to cause the level of instability required to break it apart. They also have a specific disconnection process that they typically will learn through practice, reducing the loss of essence. The process will always involve pain to the mystic no matter what, because by interfusing the mystic also shares in the experiences of the interfused object, however this pain is often also reduced through this process, as would be the risk of damage to the mystic.

This destruction can scale with potency based on how much essence the mystic pours into the item, however doing so would then be a sacrifice. If done carefully, a mystic would endure some fatigue afterwards as well as enduring a fair bit more pain. If done carelessly, a mystic could endure significant fatigue and bodily damage. Again, technique will typically determining the extent of the consequence, but the consequences will always be greater for the mystic.

Parasitic interfusion
Another type of interfusion more antagonistic to the interfused object would be parasitic interfusion, that is, interfusing with the object for the purpose of exploiting it. This is similar mechanically to destructive interfusion but carries with it some different effects. One could try healing, or bolstering fortification or strength for instance, via this method, though the actual potency is also going to be limited more to the thing being interfused. For instance, by interfusing with a tree parasitically, a mystic could use the tree to provide themselves with strong physical defense, similar to tree bark and the overall density of solid wet wood.

Blocking and Interfusion Clashes
When two mystics interfuse with the same object at the same time, a clash happens. In this clash, one mystic is effectively disconnected from said object. In most cases priority is determined not by strength of will but by the chronology. In the case of mysticism, the last person to interfuse has priority. This is a common technique among mystics for pre-emptively blocking certain quick attacks. It is also limited to weak parasitic or destructive interfusions. That is to say it cannot meaningfully cancel out strong interfusions, for simple, logical reasons. Meaningful investment into a given fusion will deter and make it impossible for other mystics to interfuse with the given object of interest in the first place.

(*rpf stipulation: it is worth considering that while destructive interfusions are uninterruptible attacks, this is only the case because the chain of events fuse-destroy are timed so closely together, there'd be no legitimate means of timing a block to before the manifestation of the attack, except in this case. This is because it is logically feasible, that a mystic, more attuned to and perceptive of the actions of one another, can justify reacting to another interfusion in time enough to cancel out its effect. While it is technically a pre-emptive interruption, in the rpf sense, it would be indistinguishable from a well timed block.)

Classes

Mystic classes are defined more by theme and mood than they are with specific elements or physical effects. For instance, any mystic may interfuse with fire regardless of class. They require no affinity for fire, the element. Rather they can interfuse with fire regardless of class so long as that fire emerges within the appropriate context. A humanist mystic can interfuse with fire so long as it is in a fireplace, or at the end of a candle. A naturalist can interfuse with natural versions of fire, like wildfires.

Humanism

Humanistic mysticism is the most common branch of mysticism, as it concerns the circumstances most relevant to most people's lives. A humanist mystic interfuses deliberately with the works, the structures, and the consequences of human civilization.

Within this class there are two sub groups to consider.
- Structural humanism: pertains to tools, inventions, buildings and all the various permutations of material utility. The strength of structural humanism is simple, in that structural humanists tend to carry far more of an environmental advantage across most of the places they go, especially in the event that they have to fight other humans.

- Astructural humanism: concerns the arts and culture. This is a branch that constantly evolves as it is constantly focusing within a heavily responsive medium. In some chauvinist viewpoints, astructural humanism is considered to be the highest form of mysticism, in the same way that arts were considered the best humanity had to offer. The strength of astructural humanism is in the endless possibilities.

Naturalism

Naturalism, while not as common as humanism, presents an almost oddly typical view of what a mystic is, one who goes out, communes with nature, and then fuses with it. Naturalist mystics are by nature nomadic, wandering about in the wilds where they are typically most comfortable and most at home. Despite this, they tend to make for poor guides in unexplored territory, even if they're typically the first to explore it anyway.

Spiritualism

Spiritualist mystics deal in residue and souls, typically the left behinds and forgotten, along with the remembered, memories trapped in the causal space that often readily makes room for them to reside. Mystics of this class are sometimes able to reach out to and touch the afterlife. This branch of mysticism often seems more dangerous than it is. In truth the incorporeal is often the most readily fused with, though it often does lead to strange behavior, namely adopting the rituals and behaviors of the departed often left mostly intact in residue after their deaths.

Because Spiritual Mysticism is the only major class to involve interfusion with souls, they also typically maintain rigid practices, especially among those who specialize in communion with the souls of the departed, or funerary mystics. Great care must be taken to ensure they do not trample upon or transgress upon the past loves they peer into. Most spiritual mystics are friends of the dead because of this, with fusion happening voluntarily. Funerary mystics were not as common in the past, but the practice has only increased given their relevance to detective work solving cases of murder.

What happens when a group of mystics decide to ignore the rules set in place by their forbearers? Cognitive mysticism is a noteworthy example. It was the effort of some mystics to reach out and touch the souls of the living, a substantially more difficult task with further complexities. Initially it might have seemed like a fine thing to do, but it's transgressive practices have made it untenable. Most cognitive mystics of the past would target strangers and subjecting them to psychological torture as a means of breaking them down so as to make their minds more pliable. This is, in the simplest terms imaginable, a violation of human autonomy, and to many other mystics, considered a betrayal of mysticism at its core. This is because the point of mysticism is not merely to understand and connect with human beings. Rather they consider mysticism necessary to connect with and understand that which cannot be parsed through language. In that same vein, cognitive spiritualism is sometimes seen as a rejection of language altogether. After all, if one could merely understand those around them by invading their mind, they'd have no reason to participate in language.This subversion raises a fascinating question as to the justification of human civilization in the first place, but this also placed the cognitive spiritualists in chronic opposition to it.

It is a question of how cognitive mysticism would be seen today had the mystics of the past implemented the same standards for care as their predecessors. Mystics are open to new ideas by default, even those they might not agree with so it's difficult to say if there would have been room for cognitive mysticism at one point. However, its image is not something that can be repaired.

The third sub branch of spiritualism is perhaps the most obvious though also more rare. This concerns communion and fusion with the spirits and essence of the astral plane.

Symbolism

Symbolic mysticism concerns the symbols and indirect language in dreams. Where the spiritual mystic may spend time communing with the souls of the dead or within a spiritual realm, symbolic mystics commune within their own dreams. Even beyond this, they also have shared dreams with one another, leading to a deep and ingrained sense of community among those within this class. In the material plane their method of interfusion is limited to the symbols of their dreams. Many of these symbols and motifs have deep relevance on a personal level from which great potency can be derived. Because they interfuse with symbols and not material things, their fusions affect shared views of said symbol while also being able to increase its power. Certain symbols that have a great many mystics interfused with it at a given time, can become very potent, sometimes even very dangerous.

Within symbolic mysticism there is a branch that focuses heavily on religious symbology. Many of these mystics are themselves shamans, often relying on others to interpret their dreams in a manner that becomes useful to their day to day lives. Religious mysticism can also explain the power that certain religious symbols have for people, as many of them become partially fused with that symbol for the rest of their lives, such that the symbol itself grows in its strength and in the effect it has on its own perceived view.

Symbolic mystics in the combative sense, marry together the astructural with the structural, fusing with the material representations of symbols. As such, because the fusion is physical, they still experience similar consequences to if a light fusion to a standard material object was destroyed. However, because their investment is primarily placed in the symbols themselves, they are more strongly connected to the idea of the material thing than with the thing itself. The consequences of this then can vary. For one the strength of the interfusion hinges upon the dominant representation. Every symbolic object a mystic interfuses with carries with it a dominant function for which it is is known. Sometimes this dominance is more dramatic in some cases than in others. For instance, a symbolic mystic fusing with, and using a shield to serve any purpose beyond defense, will lead to a slightly weaker effect. However, a secondary function of a shield that is also commonly known is offense. Therefore, a symbolic interfusion with a shield would be strongest when defending, second strongest when attacking, and weaker than the previous two when being used as a dinner plate.

Because symbols cannot easily be destroyed, the consequences for interfusing with them may seem absent. However, the strength of a symbol can also weaken over time, which in turn weakens the potency of the interfusion. Therefore a symbolic mystic may be at low risk for their interfusion choices, but if they pick the wrong symbol, they will ultimately achieve dramatically weaker effects, than if they opted for a strong symbol. Because of this, it can be difficult for symbolic mystics to find interfusions, as the fusions they opt for have to be fusions they are comfortable with and have a psychological predilection towards, but they would also feel pushed in some way to interfuse with a strong symbol if they want to achieve a greater overall effect.

In combat, symbolic mystics can be incredibly powerful, with interfusions of such potency rivaled only by Dualism. However, their craft in combat is also the most difficult to master, due to their unique circumstances and stipulations.
Dualism

Duality is an odd class of mysticism that characterizes an inseparable pair. It involves a specific focus upon one and only one point of fusion throughout roughly the entirety of the Mystic's life. This becomes more than a mere interfusion. It can only come about as a result of a mystic pouring an immense amount of their own essence into a given fusion. This results in a roughly 50/50 split self, an irretrievable interfusion that cannot be undone. The fused object becomes a lifelong partner, in a sense, typically with harmonization or antagonism. When the mystic dies, the object dies as well, its essence dissipating, its body decaying. It's the same the other way around as well. They are split versions of each other, and hence depend upon one another to survive.

In exchange for this degree of investment, the fused object obtains incredible strength and potency, becoming the strongest possible fusion that a mystic could have. These are also fusions that can occur via accident. A mystic may grow fond of a certain kind of fusion with a given object, and end up in this locked state by way of simply overdoing it.

Of course these accidental phenomena are often not something that the mystic in question will complain about, given that the process of this also involves them feeling more connected to it. Most of the time, the objects interfused with in this way are incredibly specific. It is in fact the specificity of the fused object that is what justifies Dualism as its own distinct genre, because the connection and context the mystic builds is unlike any other class.

Most dualistic mystics have antagonistic relationships with their fusions as well. This antagonism is not typically weakening, but rather, a portrayal of inner conflict. What antagonistic mystics work towards, is better understanding of this conflict without necessarily the need for a given resolution. That is to say, it is possible for one to be grounded and at peace, despite being locked in a permanent state of inner conflict. It is merely a desire to understand their own conflict that drives them to adopt an antagonism with their split self. Dualistic mystics in a state of harmonization with their lifelong fusion are typically more rare. This is because harmonization doesn't exactly provide the same means of self reflection that antagonism would. Mystics who specifically desire a whole self. are typically more keen on entertaining the idea of a harmonized lifelong fusion. The comfort in seeing their split selves work together seamlessly, as if like one, is what drives harmonization.

The third type is one of incoherence, typically bouncing between harmonization and antagonism. Most dualistic mystics of this variation are viewed as unstable, or indecisive, not able to find comfort in inner conflict nor with inner harmonization. They are often looked at as lost in this way, though there have been a rare assortment of Dualistic mystics who've bounced between these with a given purpose. In truth a lot of dualistic mystics in the early stages of their lifelong interfusion, go through a period of incoherence as they try to work towards one of the two stable states. In fact some who've embraced incoherence could be seen as being within this plastic or fluid state, and some, rare as they are, have found themselves more comfortable with that than with the other two more popular options.
Mechanics

The stuff mystics can do with interfused objects.

Telekinesis
Pushing and pulling interfused objects, moving interfused objects through the air, and possibly at times moving the mystic to the interfused object. This is something every combat mystic masters.

Charismatic Effects
Interfused objects can sometimes have charismatic effects on people, specifically interfused symbols. Fusions of this nature can be used to inspire fear or courage in people, depending on the overall effect. This effect is always going to be fickle, as people can vary based on what they want, their own personal motivations and worldview, and their susceptibility to the pull and tug on their emotions.

Explosion
The simplest form of destructive interfusions. Almost anything that can be fused with can be destroyed, and the impact of this destruction varies according to the material present.

Thematics
Some interfused objects already have a natural direction or behavior. Mystics can exaggerate this. A tiny candle flame for instance, can turn into a massive fire. Roots from a tree can be made to grow at a rapid pace, or even reach up from the ground to grab an enemy. These are thematic developments. Symbolic mysticism takes this to another level, considering the connotations surrounding a symbol, and exaggerating that.

Invigoration
Most commonly attributed to parasitic interfusions, though there are some cases of shared buffs between the mystic and the interfused object by way of awakening some spell thematic to the interfused item. Especially common among Dualistic Mystics.

Weapon Interfusions
Combat mystics may sometimes take up weapons that they interfuse with. Typically these are symbolic mystics or dualistic mystics, though any such mystic could have a weapon that they use in this manner. Naturally by interfusing with it they can dramatically increase its power, which is often the sole purpose of doing so.

Vigorflow
This is an advanced form of invigoration, and is semi-parasitic. It typically involves interfusing with multiple different objects at once, and pairing them in a self buffing combinatorial fashion. Typically these multi fusions and combinations are of living organisms which possess more essence by which to strengthen oneself. Hence, naturalists tend to use this form more than any other mystics. This advanced technique is mostly semi-parasitic because it does not completely destroy the interfused object.

Combinations
Any two or more fusions occurring at the same time that work in combination with one another. This type of mysticism is most common among humanism, though it would also work with any class of mysticism just as well. A wood destructive interfusion for instance would pair well with a fire interfusion, classically. Generally, combinations are best used to produce an effect that would otherwise counter the natural thematics of a given fused object. One could interfuse with fire and use it to heat up a piece of metal that they are interfused with, as another simple example. Ultimately combinations are limited only by one's imagination.

Soul Interfusion
When interfusing with a soul, mystics do not have a means of operating under the same mechanics as with most other things. Rather, in soul interfusion involves a combination of two souls into one momentarily. This is a common practice among spiritualists, but there are also some instances wherein mystics may interfuse with one another as a means of upscaling. This can occur voluntarily and involuntarily. As in the case of dualism, this voluntary interaction can be antagonistic or it may be harmonistic. However, unlike dualism, most soul interfusions are harmonistic.

Voluntary soul interfusion is of a degree of intimacy beyond normal human expression. Because the connection is so deep, it requires an incredibly lengthy and close relationship between the two parties. This is also exclusively harmonic. Involuntary soul interfusion can be harmonic, or it may be antagonistic. Involuntary soul interfusion is somewhat alike to cognitive mysticism, but it occurs only when neither participant is actively trying to interfuse, usually through direct contact and via extreme trauma.

Natural Spirits
Spiritualists in particular may interfuse with natural spirits quite readily. Unlike animals and human beings, spirits are often quite eager to interfuse voluntarily with mystics, which is in part why spiritualists are able to reliably perform their trade in the first place. The same of course goes for natural spirits. The rules of this are that the spiritual mystic cannot perform actions that would anger said spirits, or the connection is violently severed. In most cases, interfusion allows the mystics to look deeper at natural spirits and understand them better, but in rare cases when the spirits themselves feel threatened, they may naturally interfuse in great numbers with the spiritual mystic as a sworn guardian and protector of their space. A number of spiritual hotspots are frequented by spiritual mystics, and those who've taken up this mantle have stood at a certain height of power for mysticism as a result.

Upscaling and Class Specific Mechanics

Naturalism
Naturalism as a practice can be extremely powerful. A naturalist mystic may interfuse directly with a piece of the earth and through that interfusion, generate a tsunami capable of leveling an entire city. They may interfuse directly with lightning and call it down to vaporize their foes. Some more skilled among fire interfusion can pull motes of heat from the air and ignite something on the spot. A properly trained and deeply connected Naturalist is a force to be reckoned with.

Humanism
Humanist mysticism is almost the ultimate in versatility which hence is where most of their power comes from, limited only by the conceivable inventions and constructs of civilization itself. Some more skilled may even innovate upon the material they have, thrusting the world ever forcefully into an anthropogenic era, from interfusing with nails and ravaging a room with them, to combining materials in such a manner as to produce a wide scale explosive bomb.

Spiritualism
In interfusing with souls, spiritualists can obtain memories and residue. In truth most spiritualist mystics do not interfuse with souls for the purposes of combat. However, those who do fight in combat tend to interfuse not with the souls of the dead, but with the souls of non-human spirits, and hence depend heavily upon the spirits themselves. As an example, the mythos, or spiritual beings borrowed from common mythology, are all potential fusions on hand for a spiritual mystic. In an odd way spiritualist mystics who interfuse with natural spirits are closer in some regards to naturalism then to symbolism, but this merely explains the scope of different things on hand for a spiritual mystic. Because of the natural overt power of some of these spirits, spiritualists of this vein can actually stand as some of the most powerful of mystics.

Symbolism
Symbolic mystics are limited in power only by the strength of the symbol used. Strength of a symbol depends on whether the mystic utilizes it in a way that's aligned with its common perception, the location in which the symbol is used, and the amount of residue present. Residue in this case refers to memories and thoughts people have as well as the fragmented memories of the departed. Effectively, certain symbols whose meaning has been forgotten by the rest of the world may still be very powerful within the right location if enough residue is present.


Heavily Inspired by Wildermyth.
 
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