The Parallel Magics |
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"Yes . . . well . . . these aren't conventional. And you don't still don't have to utter spells and whatnot when casting Parallels. All you have to do is tap into the magic, pass it through the proper cognitive channels of your mind/essence/person/being and the spell will form of its own accord.
"That's what I liked about the Parallels. They're much different than your classical magics. You don't have to mix potions, chant ancient phrases and the like. It's more akin to a latent, mutant power than any other known magic, however it derives from a source (the Imaginexus), unlike mutant powers. "The following side-effects apply to the Parallel magics. Keep in mind that these side-effects apply to the duration (how long) the caster has been Grasping or Wielding his/her respective Parallel magic. The side-effects are NOT based on the power of the spells being cast, for Imaginexus is indiscriminate where power is concerned. Also note that for each side-effect a Parallel has, that Parallel's respective Branch magic will cause a Grasper/Wielder of that Branch magic to have a similar side-effect to a lesser extent." Excerpt from Blake Hardman, Parallel creator, in conversation with Praxi. The only magic not subject to a world is the Prime Magic, the source from where all other realms of magic ultimately originate. Imaginexus - The Prime Magic. This magic cannot be Grasped in its pure form by any being, whether he is a god or just a normal human. The Imaginexus, being that source from which all other magics ultimately originate, is the total master of reality, time, and space. Only if certain Parallel Artifacts are joined in a specific order and through a particular method can the Imaginexus be utilized in its purest form. Dane Blankship, an autistic idiot savant, the lone survivor of a destroyed world, who is now known as the Everywhere Man, was the only person to ever truly Grasp Imaginexus, though he died because of it. note: you must master, in the aspect of roleplay, the branch magics of your desired parallel before you may ascend to use it completely. Because it is freeform, once you feel you have mastered a branch magic, you may move on. You may only learn TWO _full_ parallels, a new rule that has been decided, full is the key word and a branch magic is fine. Play the side-effects out well. These are mutations, not _gifts_. Grandmasters are those who the "Magic has Chosen", according to Blake. This isn't necessarily meaning they are the most powerful, merely the Mutation's Representative. Enjoy :) This is, indeed, the hardest of all the Parallel Magics to Grasp. Being composed of the part of the Imaginexus that is of our own imagination, those who are able to Grasp Imaginaxle can manifest almost anything their imaginations can devise. Note that I said almost. Not everything that is imagined can be brought forth into reality by Imaginaxle. Some things, bound by the Imaginexus, are not permitted to be cast through Imaginaxle. Certain reality manipulating, time controlling or theoretical distortion spells cannot be achieved. Anyone who controls Imaginaxle or one of its Branch Magics is considered a Wizard in his or her own right. Reflexeno - A Branch Magic of Imaginaxle, Reflexeno comes from the imagination but in a twisted form. Spells that are brought forth from the imagination by one with Reflexeno can be cast to reality, but slightly twisted and a bit different than what the person intended, thus causing Reflexeno to be a very unsteady magic to practice. In a way, what comes into effect by a person Wielding Reflexeno is usually a distorted mirror image of what they intended to bring into effect. Some of the weirdest, yet effective, spells have derived from those with the ability to Grasp Reflexeno. Etheriaflow - This Branch Magic to Imaginaxle gives one the ability to produce things of almost a heavenly quality, perfection brought into reality. While most of the effects that come out of Etheriaflow are of a white, shining nature, it is the intent of the person using the magic that determines if it is holy or not. Those with Etheriaflow capabilities can produce some of the most massive blasts of unadultered force in existence. Etheriaflow can also change the quality of things to a more desired, or “perfected”, nature. Side Effect - increasing pain to the point of being unbearable. As long as the Wielder can concentrate through the pain, he/she can continue casting. However, if continued for too long, the pain begins to work on a spiritual level as well as a physical one. Nod is quite possibly the strangest of the Parallel Magics, allowing anyone who Grasps it the ability to bring forth those things which are derived from dreams, whether his own dreams or another being’s. Time is not an issue within Nod. A particularly powerful Sorcerer can rely on the dreams of all beings throughout all times as his or her fuel for casting spells. The more vivid the dreams one has the more powerful their Nod powers are. Extremely powerful sorcerers can control the aspect of sleep with their Nod abilities, if they so desire. Anyone that controls Nod or one of its Branch Magics is considered a Sorcerer in his or her own right. Aurastral - Aurastral is a Branch Magic of Nod, which allows its wielder to produce things of dream-like characteristics. Most magic being cast from Aurastral is of the veil or aura quality, and looks like something like you would see in some kind of transparent starry night. Despite its almost tranquil quality, this magic can be quite deadly. The sorcerer can use this magic to create things such as life-draining veils, streamers of piercing, solid nightmare, and other, similar spells. Neutrickle - This is known as the foggy Branch Magic of Nod. Nod Branch Magics are quite hard to define. The apprentice wielder of Neutrickle will have the abilities to produce spells of a half-here, half-not-here state, consisting of a dream-like nature. This magic is good for creating illusions and invisibility tactics, not to mention blasts of molecule disrupting figments. Neutrickle also contains the well-known capability of allowing its wielder to make certain nightmares appear and disappear at will, nightmares that are based not only on the mind of the wielder, but also on the mind of the victim. Side Effect - growing sleepiness will envelope the caster. The caster will also begin to have a "waking-dream", causing him/her to partially be incapable of discriminating between the real world and his/her "dream-reality". This Parallel Magic deals mostly with technologies found in the future, present, and past. Mechasphere allows one who has the Vision of Mecha to create, out of nothing, things of technological device, no matter what alternate reality, dimension, or time these machinations derived from. There are some limitations to the capabilities of this magic, however. Not even the most powerful wielders of Mechasphere can create a time machine without the aid of certain artifacts. Like all magics, Mechasphere has boundaries that set parameters for spells that can produce mass effects on the world, such as the creation of reality-manipulating or time-controlling machines. Anyone who can Grasp Mechasphere or one of its Branch Magics is considered a Visionary in his or her own right. Technoracle - The capabilities of this Branch Magic of Mechasphere known as Technoracle is somewhat at a point of a fine line between the Branch and Mechasphere itself. Technoracle is only capable of allowing its user to create simple mechanic wonders, but, on the other hand, gives them the power to give these small wonders life. An army of living robots is just one of the few things that a good visionary has accomplished in the past. It was actually once disputed that this was more of a Branch of Physicube than a Branch of Mechasphere. However, given the unnatural quality of most of the lives created through Technoracle, most magical theorists now concede the argument to that of Mechasphere. Morphase - How Morphase got classified as a Branch Magic of Mechasphere is still a mystery to some. Simply put, Morphase has the ability to change things to a degree. It has its set bounds and limits, such as the fact that it can only change pre-existing entities. Even the apprentice visionary can change lead into gold. Mastered visionaries have turned the air surrounding them to fire, water into stone, and many other tasks. Even aspects that exist in an abstract or metaphysical state can be changed, such as invisibility to visibility and telepathic force to kinetic force and so on. Side Effects - fatigue, headaches, and muscle spasms will all begin to affect the caster at varying degrees as he/she continues casting. These symptoms, if continued, can eventually evoke violent seizures. The chaotic Parallel Magic, Limbo, is used for the sole purpose of producing entropy-geared effects. Most spells brought forth by Limbo are normally of a fusion-like nature, resulting in heat emissions, because of the molecular interference most Limbo spells have on their environment, and are of a strange, mostly unpredictable motion. Many witches and warlocks have found Limbo to be the best magic to suit their goals. Limbo is a subvertive magic, allowing its user to subvert themselves or others into something normally not possible in reality. Considered the most evil magic, it is highly underestimated by most, for this magic is not necessarily evil, but just so happens to be used more often by people of a wicked nature. It doesn't take a very experienced Limbo wielder to summon or create a creature with the powers of Limbo and bring it forth into this world. The best warlocks can hypnotize their prey with the powers granted to them through Limbo. Limbo is viewed as evil for its almost uncontrollable aspects, but as mentioned before, it is not necessarily evil. Anyone who uses Limbo or one of its Branch Magics can be considered a Witch or a Warlock in his or her own right. Chaostream - This Branch Magic of Limbo is often called the by most the Baby Limbo, for it has many of the same qualities of Limbo, but to a lesser degree, and does not allow its wielder to create such chaotic creatures like Limbo Wielders can create. Alchematrix - This Branch Magic of Limbo was almost classified under Physicube by the wielders of old, because of its ability to allow its user to create powders and liquids that can be used separately or combined to produce catastrophic effects and achieve cataclysmic results. It was soon realized that this was a Branch of Limbo after it was discovered how unstable this magic was. Even mastered witches and warlocks of Alchematrix were wary of testing the full potential of the magic, knowing that its uncertain consequences were almost always prevalent. Side Effects - confusion, vertigo, hysteria, paranoia, and an onset of dementia are all things Wielders of Limbo have to look forward to if they continually use their powers for a long time without rest. These side-effects only increase in intensity as time progresses. Eventually, the Wielder will become so paranoid the he/she may even try to kill him/herself, and they almost always lose complete control of their powers before this takes effect. Physicube is a Parallel Magic that deals mainly with aspects of nature, life, and the natural elements of the world. It is a relatively simple magic to understand, but like all Parallels, not so simple to Grasp. Beginning Physicube wielders can usually only control the elements; including fire, earth, water, wind, and electricity. More experienced Physicube wielders can touch on abstract concepts such as the manipulation of plant life and the willing of simple beings into existence. The best Physicube users can control any natural aspect of their environment or bring such aspects into existence, by merely willing it to be, including the restoration or creation of life. As such, Physicube Wielders are attuned to the Astral Plane and certain powers allotted to them there, like telepathy, telekinesis, pyrokinesis, and so on. It is theorized this is done by some odd means of telepathy; however, this has not been proven. Anyone who uses Physicube or any of its Branch Magics are called anything from Shamans, to Druids, to Elemasters. Natuwrap - This Branch of Physicube allows its wielder to control the elements such as fire, water, earth, wind, and electricity, while at the same time allowing them some minor control and creation of plant life. It has also been known to possess the potential to allow some Elemasters minor healing abilities. Lifepathy - This Branch Magic of Physicube gives its wielder the potential to have such abilities as telekinesis, summoning of wild creatures, hypnotic abilities, and complete control and creation of simple animal life and even complicated plant life. Healing is also a major gift of the Lifepathy magic. Side Effects - gradual loss of senses, nausea, and flu-like symptoms all assail a caster who tests the limits of his/her Physicube abilities. These symptoms can and will increase to the point where the caster can be rendered devoid of all his/her senses. However, he/she can recover; it takes a period of rest after he/she has been casting for a prolonged period of time. Furthermore, the nausea can turn into violent vomitting and the flu-like symptoms only increase in intensity. Mythripple Mythripple is one of the hardest Parallel Magics to explain. This magic concentrates mainly on the area of ideas that have been thought of in the past, whether or not those ideas are fiction or fact. These things that crossed the minds of beings before can be Grasped by Wielders of the now. These thoughts can be turned into actual physical objects or forces. The possibility of different dimensions and planes can be exerted with this magic as well, for Mythripple is not bound to the past imaginings of just beings of any singular reality, but instead from the beings of all realities. Oftentimes a confusing theory to understand, Mythripple can easily be summed up as the metaphysical bank that stores and collects all past thoughts and imaginings, regardless of space or dimension. Anyone who uses Mythripple or its Branch Magics is considered a Mage in his or her own right. Legendream - This Branch Magic of Mythripple is considered the weak opposite of its Parallel mother. Whereas Mythripple could bring things of past desires to the present, Legendream can bring some current desires to flourish in reality. The only draw back to this magic is that it works on potential possibility. If something has the potential to be imagined, within the jurisdictions of nature and time, then the powers of Legendream can make it so. It is not uncommon for a mage of Legendream to make himself the strongest man alive. Most mages, however, use this magic to alter their environment to their aid. Fableak - Fableak, a Branch Magic of Mythripple, is like its Parallel Magic in many ways. The major difference is that Fableak can only create things, to a lesser extent, that the wielder knows, where as Mythripple gives its mage the vision of others' desires and wants of the past. The Fableak mage can only bring things to being that they have desired in the past or have read about someone desiring, or even deeds in a fable, myth, or legend. Side Effects - flashbacks assail those who Wield Mythripple for sustained periods of time without rest. These flashbacks only intensify, growing more violent and confusing with each moment that passes. Eventually, if a caster does not cease Grasping Mythripple, then he/she can succumb to full delusions, becoming fully engrossed in a delusional environment and setting that only he/she is aware of. Void is the magical realization of the concept of the existence of nothing, yet the nonexistence of nothing. Void is simply the concept of everything and nothing brought into reality, filling no particular space and time, yet filling every space and time. Since there is no such thing as nothing, Void is considered to be what nothing would be if nothing were possible. The main prospect of those who use Void powers is to make things nonexistent by casting things into the Void, or by thrusting properties of Void at the target. The best spellbinders can bring things that have been cast into the Void before out of it. Anyone who can control Void or its Branch Magics is considered a Spellbinder or Enchanter in his or her own right. Nulluster - This sparkling Branch Magic of Void is perhaps the most confusing reality-thrust concept of existence and non-existence magic there is. Nulluster has the potential to make one invisible, teleport mass things, and even nullify energies to a certain extent. Nulluster is most commonly used by spellbinders in short bursts, emissions, or waves, which it have discovered to work more effectively than continual streams of the magic. Nulluster can be used to create blasts of solid nothingness and other such obscure manifestations. If done correctly, by a mastered spellbinder, Nulluster can cut to shreds the sturdiest of objects. Absencell - This “scary” Branch Magic of Void is used mainly in the aura or veil state. A mastered wielder can send streamers of this magic to thrust things into nonexistence. This magic, in some cases, can create things that have been existent in a certain place from the past. Despite what one may perceive as a limited magic, Absencell has many possibilities. Side Effects - spreading numbness afflicts those who Wield and Grasp Void for too long. It starts with the extremities, the fingertips, toes, nose, and ears. Eventually, this numbness crawls all the way through the caster, affecting every fiber of his being. If the caster does not rest his/her Grasping/Wielding after the numbness has spread sufficiently throughout his/her body, then he/she becomes completely paralyzed for a duration of time, until he/she has had sufficient rest. Written and Copyrighted by Blake Hartman, Praxi acting as a predecessor. |