Magic
Magic and You
The world of Amerilia is one of high magic and
Runic Magic
Type: Magi-Tech
Disciplines: Battlemage, Freedom, Occult, Order, Rosaria, Rune Master
Origin: Dwarven Kingdoms (Formerly), Onokrin Empire (Ogres)
Bodily Changes: Rune lanterns are an ornately carved implant set in the center of the chest.
Disciplines
Psionics
Type: Supernatural
Disciplines: Elementalist, Mesmerist, Mindwright, Telekinetics, Vitalist
Origin: Warren Federation (Lagus), Kaxxis (Racially)
Bodily Changes: Psions have discolored purplish brains.
Psionics is a branch of magic that is considered supernatural in essence and uses an internal resource known as Essence that is directly derived from the users intellect. Psions are often born as psions but a select few later develop their psionic abilities over time, sometimes through being inducted by others or more often through methods not quite understood. Psionics are greatly effected by their personal emotions and their powers are thus far more unpredictable than other fields of magic. The environment is also said to heavily affect psions, with high magic areas sometimes manifesting into strange and temporary powers which alters the psion for a time. Unlike rune lanterns, psions may attune themselves to different disciplines through a many hour ritual that requires intense levels of focus often supported by incense and personal objects used as foci. Some psions are locked into a specific disciplines, their personalities and minds incapable of representing the varied aspects of another discipline.
Disciplines
Elementalist - The ability to psychically control and produce elemental effects ranging from fireballs, lightning blasts, and orbs of frost. While powerful, elementalist are often said to burn out quickly and have brash natures due to their powers taking much of their essence per use.
Mesmerist - The ability to modify and overwhelm others thoughts for good or ill. Mesmerist can hypnotise people to put them to sleep, greatly enhance their body and mind through suggestion, call and banish creatures with their psychic screams, and ensure total self control but freeing themselves of all forms of pain, stuns, paralysis, or restraints. The most iconic abilities of the mesmerist of being able to locate people by their thoughts, including the recently deceased and being able to completely overwhelm creatures they can grapple to serve them. Mesmerist are said to be very introverted and introspective.
Mindwright - The more tool inclined path of psionics. Mindwrights can forge tools or manifest temporary ones with their psychic abilities. They have limited abilities to change and adjust magical oddities as well, though this is less refined than most methods. Mindwrights favor creation and thus serve as rune masters. Most are described as inquisitive and thoughtful.
Telekineticist - Also known as force mages, the telekineticist can manifest physical changes around them and create force weapons such as psychic blades and shields. They are experts are moving objects with their mind and have a variety of supportive powers. Telekineticists are said to be the default that most psions begin as and thus have no special disposition to any one emotion.
Vitalist - The healing path, the vitalist are capable of healing others for vast amounts of damage and can be considered experts on the body. Thus they serve as a different type of healer and are a match to the standard rosaria in the healing arts.
Clockwork Magic
Type: Magi-Tech
Disciplines: Brass Heart
Origin: Order of Brass (Organization)
Bodily Changes: The heart is replaced with a brass replica.
Ancient Magic
Type: Ethereal
Disciplines: Varies
Origin: Unknown, presumed gods or dragons.
Bodily Changes: Varies
Alchemy
Type: Natural
Disciplines: Varies
Origin: Universal
Bodily Changes: None
Life Weaving
Type: Magi-Tech
Disciplines: Weaver
Origin: Steel Legion (Deerfolk)
Bodily Changes: None, but weavers often weave themselves to appear more unique.
Runestone Magic
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.
Runestones are single-use, becoming spent after activation.
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.
Runes can be engraved using any Cutting tool on a runestone.
Concepts
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.
However, all Concepts have a single-rune Effect that allow for the identification of the rune's Concept.
Effects
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.
Runes can be required to be repeated multiple times, but the order of engraving does not matter.
Runestones with a invalid combination will fizzles upon activation.
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.
Lightstone
Required Concepts : Light
Description : The runestone glow indefinitely.
Firestone
Required Concepts : Fire
Description : The runestone catch on fire.
Fwompstone
Required Concepts : Explosion
Description : The runestone fwomp. (No in-game effects)
Icestone
Required Concepts : Ice
Description : The runestone become ice-cold. (No in-game effects)
Earthstone
Required Concepts : Earth
Description : The runestone become denser and heavier. (No in-game effects)
Zapstone
Required Concepts : Lightning
Description : The runestone lightly zap its user. (No in-game effects)
Flashbang
Required Concepts : Light, Explosion
Description : The runestone act as a flash-bang.
Fireball
Required Concepts : Fire, Explosion
Description : The runestone explode in a shrapnel-less ball of fire.
Floor Freezing
Required Concepts : Ice, Explosion
Description : The runestone freeze the floor around it, making it slippery until the ice melt.
Instant Wall
Required Concepts : Earth, Earth
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.
Fragstone
Required Concepts : Earth, Explosion
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.
Teslastone
Required Concepts : Lightning, Explosion
Description : Consecutively shock up to 10 creatures around itself.
Aetherium
Aetherium is a type of green crystal found deep underground. First found during a disastrous expedition in Hammer's Fall, lesser and weaker variants have since appeared in the caves used as mining areas by those living in Hammer's Fall's safe zone, the crystal's useful properties have seen it exported outside the Dungeon, where it hasn't seen wide-spread usage due to its recent appearance and the more overall useful variant having the tendency to break out and overrun entire districts if not contained quickly.
Types
Aetherium come in three types, each weaker and less useful than those before it.
'True' Aetherium refer to the first discovered instances of the green crystal, and although it hasn't reappeared since, its deadliness remained outmatched among all other types of Aetherium, lacking most of their limitations and weaknesses, while keeping all of their strength. It is unknown where it came from, or why it has not appeared again.
'Active' Aetherium refer to local growths of the crystal. The only known way of creating Active Aetherium is to plant an Aetherium Gem, made from alchemically concentrating a huge quantity of Inactive Aetherium, in order to create an Aetherium Spire, which will convert all non-organic matter in its surrounding into more Active Aetherium over time. Active Aetherium can only spread in a limited radius around a Spire, but that any Active Aetherium growth can spread as long as it is within that radius. It is worth noting that Active Aetherium has more magical energy than it should be able to contain, and that standing too close will result in manaburns. A common practice for dealing with Active Aetherium Outbreaks is to send a strike force to shatter the Spire at the center of the outbreak, allowing for a slow and steady cleanup that would otherwise be impossible.
'Inactive' Aetherium is what you get when breaking Active Aetherium. Although it cannot spread or grow, this inactivity mean that it is the easiest type to work with, as it is just a piece of green crystal. Inactive Aetherium is alchemically reactive, containing a multitude of elements that can be refined and extracted in specialized machinery, such as iron, gold, silver, and more. The shards themselves, despite only having traces amount of magical energy, are still durable and sharp, allowing them to be used as ranged projectiles.
'Aetherium Gems' is not considered its own Type of Aetherium, but is instead a weird mix between Active and Inactive Aetherium. Made from a ridiculous quantity of Inactive Aetherium, it is choke-full of seemingly endless quantities of magical energy, allowing it to start new Active Aetherium growth in the right condition. It is also a catalyst, essential in the alchemical process of refining Inactive Aetherium into materials, and its magical energy make it great as a power source for devices able to draw from it. The only drawback is the time required to grow and gather all of the Aetherium necessary for its creation, preventing it from entering wide-spread usage.