Maps:
The Known World - Vericia
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Aldion
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Glossary:
Potentia - Basically mana. Ambient potential is replenished naturally during Rift Flares, or by using Vis in spellcasting.
Conduit - Someone capable of channeling potentia without a focus.
Vis - Crystalised Potentia. Extremely potent, and often needed for casting high-tier spells.
Impressions - the individual effects that make up spells.
Spells - a number of impressions activated in a specific order, often through the aid of a Spell Matrix.
Spell Matrix - A Potentia Construct that acts as a recorded sequence of impressions. Advanced Matrixes can adjust for circumstances. Think of a spell matric as a macro, and an advanced matric as an AI.
Free Casting - casting spells without the use of a spell matrix.
Cantrip - umbrella term for weak spells and individual impressions.
Souls - Divine spell matrixes of incredible complexity and power.
Soul Sense - the first thing a mage learns to do is to perceive the world through spiritual senses. This is necessary to feel and manipulate potential. It also allows mages to observe the world without being restricted by physical senses, meaning that a trained mage could "see" atoms.
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Circlet - A formally trained mage, with a specialization, and an aristocratic title. A mage that has finished six terms at a recognized institution, is capable of casting at least a single tier 3 spell, and has passed a psych evaluation, can apply for the Circlet Examination. Upon passing, they become a 1st Circlet.
Systems
Magic
Schools of Magic
Abjuration - The art of warding and protection.
Conjuration - Summoning magic
Evocation - the art of manipulating energy using potentia
Materiamancy - the art of manipulating matter using potentia
Necromancy - the art of manipulating souls
Vitomancy - magic related to living tissue
Psychomancy - the art of influencing minds magically.
Meta Magic - the study of spell matrixes, impressions, and
Impressions
Impressions are split up into Basic, and Advanced impressions. The difference between the two concerns what they are capable of affecting.
Basic Impressions can affect radiation, kinetic energy, and any object that is not charged with potentia or is inhabited by a soul.
Advanced Impressions can affect space, gravity, time, minds, and potentia.
The Impressions related to energy and matter are as follows:
Excitement - the agitation of matter or energy. In matter, it makes particles move -- generating heat and/or movement depending on the caster's objective. When exciting energies, one can turn heat into light, or make sounds more high-pitched.
Depression - the opposite of excitement. Stills matter or energy. Can turn light into heat and water into ice.
Expansion - increases the space between particles without breaking any bonds, i.e. it makes things less dense by increasing volume without increasing mass. It also increases the spatial volume of energy; it makes light reach further without being brighter; makes sounds travel further without being louder, etc.
Contraction - opposite of expansion. Makes things denser by reducing volume. Makes energy have less "reach".
Split - Accurately breaks bonds according to the caster's will, splitting matter into smaller pieces, and separating energy into separate streams that can be manipulated individually.
Bonding - In matter it creates new bonds, or restores broken ones. In energy it makes separate streams act as a single unit.
Push - Pushes matter and energy
Pull - Pulls on matter and energy.
Anchoring - a special impression that a caster can place at a point in space and time, either stationary or relative to another point in space and time. Once placed, the anchor serves as the source of any impressions cast through it.