What are Affinities?
Affinities are the various types of magic that one can use.
Generally, a person is born with pre-selected Affinities through some unknown machination, and only on worlds where Magic or Technomancy was chosen by the ruling Arch God who made that world (or has come to rule it) as the method of progression.
They are lesser versions of the Gods' Domains. Domains are also referred to as "The Elements of Creation" as they encompass all aspects of The Universe; from nebulous Domains such as Peace or War to more specific ones such as Iron or Stone. As such, the list of Affinities is nearly unlimited.
Normally, a spell's final 'power level' is determined by taking the Magic Potency of the wielder, divided by the number of Affinities available. This means that a person with one Affinity will have much stronger spells compared to one who has three - unless their Magic Potency is much higher.
Universalists are unique, in that they can effectively use magic to do anything they desire. But, they are exceedingly rare, and often their spells are very weak.
How are Spells made?
Spells are formed in a multi-step process. They can be created on the spot, practiced and trained, and even taught. The steps to craft a Spell is as follows.
Tap into Quintessence.
Envision the effect that is desired.
Determine which Affinity (or how a specific Affinity) may create the effect.
Name the spell in a way that is best suited to the effect being applied.
Rules of Spells
Never cast a spell without a Spell Tool (such as a staff, wand, scepter, or other designated tool), save for dire circumstances.
Never cast a spell with the mind alone, save for dire circumstances.
Use an Incantation to keep the Spell consistent. This can be customized, but generally reflects the intent behind the Spell itself.
Can anyone cast spells?
In the current age of Heimfold, every individual is capable of casting spells and using magic.
Even though every individual may use Quintessence and cast spells, only two prominent magic users exist. Mages (those who were trained in Mage College), and Priests/Clerics (who trade their Quintessence to their God for Heat, aka, divine power).
Mages have multi-colored flecks in their eyes, which happens after formal Mage College training as part of the 'mark of the mage.'
Cancel Spell
Causes any effect by the spell to be nullified or reversed if possible.
Transfer Quintessence
Enables the transfer of Quintessence at a 1 to 1 ratio from one mage to another.
Caustic Wave
A wave of acid flows over a target, melting it down, and degrading it.
Breeze Bubble
Creates a sphere around the caster that pushes air in a vortex, deflecting projectiles. Also moves gasses away.
Flight
Creates a cushion of air that surrounds the caster, enabling three-dimensional movement through the sky.
Gust
A projectile of air that is blunt and pushes a target away.
Slicing Gale
A sharpened blade of air that slices and carves deep lacerations.
Distant Speech
The user communicates across any distance on the same world to a designated target.
Death Cloud
An inky black cloud that causes necrosis to flesh it touches.
Death Touch
A miasmic, black spear forks towards a target(s) and instantly ends vital functions.
Graceful Repose
Puts a corpse into a state where it will no longer decay.
Life Siphon
Drains the target creature of their vital essence (blood, ichor, etc.)
True Release
Only usable on Undead or those near-death. It ensures a final death that immediately sends the soul on its journey. The body dies, and the mind is no more.
Greater Seeing
Creates a sensor that allows for sight and hearing in a large area.
Minor Seeing
Creates a sensor that allows for sight and hearing in a localized area.
Warded Walls
Enchants any solid object to provide warning if interacted with.
Raise Mountain
Uses the surrounding rock to create a mountain in the shape of the user's specifications.
Bolt Blade
Electricity arcs along the imbued weapon, dealing damage upon impact and shocking the target, possibly disrupting vital systems.
Storm Arc
An arc of lightning cascades from the user and strikes a target, stunning them by disrupting their nerves.
Flame Blade
Limns the user's weapons in flames, setting targets alight upon contact, and searing with heat.
Mass
Causes any number of targets to limn their weapons in flames.
Firestorm
Flames explode from the user, flowing out like water and spreading as their will shapes it.
Immolate
Ignites the target and causes them to burn.
Gravitic Flight
Controls gravity of a person, object, or other item to allow for free movement in three dimensions.
Armor of Ice
Protective layers of ice cover the user's body, preventing injury and absorbing damage.
Absolute Zero
The armor of ice radiates an intense cold, harming those who come within reach.
Freezing Mist
Creates a localized cloud of cold that can reduce the temperature as low as absolute zero.
Glacial Blast
Creates an enormous spike of ice that impales a target and chills them to their core.
Glacial Prison
Encases the targeted creature or object in ice.
Razorice
Projects shards of ice that penetrate and pierce. Can also be directed within other Ice spells.
Rime Rain
Creates a downpour of ice shards that devastate the battlefield.
Grand Illusion
Creates an illusion that can fool all senses and appears to be completely real unless Magic Resistance is higher.
Dreamscape
Creates unique illusions inside the minds of those affected, showing their deepest desire.
Volcanic Burst
Creates an enormous goup of lava that continually gushes forward as long as Quintessence is channeled.
Revival
A spell that restores an undead to life.
Guiding Light
A beam of light arcs from the users hand and provides simple direction to a desired object, place, or person (if it is not being kept secret).
Holy Nova
Creates a spherical shockwave of light that burns and sears with holy radiance.
Light's Wrath
A weapon-empowering spell that causes the object to hit with extra force, holy, and divine damage.
Radiant Burst
A ranged spell that impacts the target, burning them with holy fire.
Ray of Light
Illuminates a large area around the caster, and dispels illusions, magic disguises, and reveals those trying to hide via an Ability or spell.
Soothing Radiance
A curative spell that restores the body.
Sun's Wrath
A beam of The Sun itself courses down to a target location, vaporizing with holy illumination and divine fire over a large area.
Protection from Undeath
Creates a barrier around targets that prevents any undead abilities from affecting them. This includes but is not limited to possession, diseases, and curses.
Shield of Fervor
Creates a barrier around targets that absorbs a set amount of damage.
Spell Deflect
Creates a barrier around targets that causes spells to bounce off upon striking the protected target.
Choking Smog
Creates a cloud of poisonous fog that can be willed to a direction. Causes poisoning and prevents breathing.
Raise Undead
The caster causes a corpse to come back to a semblance of life, either intelligent or unintelligent at their choosing.
Necropolis
The caster turns all corpses into an enormous, living citadel that acts as a defensive fortification.
Shadow Blade
Coats the weapon in darkness, causing a leeching, miasmic force to suck out the life of those struck.
Shadow Shroud
Shadows conceal the target and make them hard to see. If others are present, they will be the last one noticed.
Umbral Eminence
The user is shrouded in a shield of shadows that absorbs all damage for a short time. After, causes immense fatigue and the draining of all Quintessence.
Sonar Pulse
Creates a non-harmful shockwave that 'pings' just like a submarine's sonar. Used to map environments.
Sonic Bolt
Launches a small bolt of sound energy that causes intense vibrations on the impacted target. Can incapacitate or injure.
Sound Suppression.
Creates a zone where noise cannot be heard from those outside.
Sound Storm
Creates a large shockwave of sound that can resonate at frequencies that will cause damage.
Abyssal Vortex
Creates a singularity that sucks in and crushes designated targets under powerful gravitic pressure.
Create Space
The user creates a pocket dimension that stays nearby their physical location but opens to a separate plane of existence that they can shape to their whim.
Dimension Grip
Allows the user to pull a target creature or object into a pocket dimension.
Open Dimension
The user can open the entrance to an already-existing pocket dimension. If not their own, the opposing mages Magic Potency may prevent the unwanted access.
Rift Counter
Distorts space in front of the user, preventing any attack from the specific direction from impacting them. The same applies to spells and Abilities.
Stasis
Prevents the target from moving as space locks around them.
Teleportation
The user teleports a person or object to another location they have visited or seen.
Resuscitate
Takes a stored soul and puts it into a target body. If the mind is still present (brain in tact) the person will return as they were. If the body does not have a mind, then the soul will attempt to create a 'copy' from its last experience.
Siphon Strength
Drains every possible iota of the remaining bit of vitality out of a dead creature, empowering the caster.
Spirit Link
Connects multiple spirits together, allowing for them to sense changes in the body or mind of those affected.
Soul Cage
Captures the target's soul after they die. Must have an appropriate vessel lined with platinum and quicksilver.
Alter Substance
An extremely powerful but Quintessence-intensive spell. Completely changes a solid to another solid, liquid, or gas. Cannot alter Adamantine or Divine Metal.
Atomic Hardening
Strengthens and pushes the atoms of a substance closer together, increasing toughness and rigidity.
Identify Material
Grants the caster an understanding of the material the spell is cast upon, including the creator and any special features.
Merge with Material
Enables the caster to merge their body with a substance for a short period.
Subtractive Transmutation
Changes substances to air, effectively destroying it.
Transmute Substance
Changes any substance's physical form. Can work on Adamantine or Divine Metal.
Burial
Collapses the earth around submerged or encased targets, crushing them.
Pillar
Causes the earth to rise up and lift targets aloft.
Spike Sphere
Encases a creature in metal before stabbing them with spikes.
Worldbreaker
Causes the area around the caster to explode with enormous spikes of earth.
Bubble Trap
Creates a sphere of water around a creature, holding them still.
Control Water
Manipulates water that is present to form shapes, change directs, or act however the liquid can to the user's whim.
Splashdown
The caster disrupts any water-based surface to alleviate surface tension and ensure safe entry.
Wave Barrier
The caster covers themselves in a sheen of water that can absorb some impacts and deflect heat.
Water Blade
The user coats their weapon in water, which increases the reach slightly, and imbues weapon strikes with the Affinity.
Seeds of Plenty
Causes a large area to sprout vegetation of the user's choice.