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Ladies and Gentlemen, for your consideration...; ...an introduction to Elemental Magic.
Topic Started: Aug 12 2009, 03:33 PM (44 Views)
~esreveRPsychology~
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Allow me to introduce myself, I am Doctor Buzz Killington.

This paper is the result of an idea I'd had, and I want to know what you all think about it.

An Elementary Introduction to Magic, by Dr. Caleb Clouser Ph.D

Magic falls into three basic groups, or 'Branches'. The branches are Elemental, Logistical, and Component. In addition to these three branches, there are three alignments that apply to all types of magic. These alignments are Discordant (Dark), Neutral, and Harmonic (Light). This division of magic allows any spell or cantrip to be classified for easy understanding.

Since it applies globally to magic, Alignment is the most important subject to cover. Alignment, while indicative of it's source's intentions, is not a method of identifying it's source's personal philosophy. This is one of the most misunderstood concepts of magic, assuming that those with an affinity for Harmonic spells are inherently good, or that those who prefer to use discordant spells are inherently evil. Harmony implies construction and synergy, whereas discord implies deconstruction and interruption. There are many methods to achieve a specific effect, the methods one uses are not always a measuring stick with which to bludgeon another caster over the head.
It is critical to understand that any magic intended to do damage or harm is discordant, and any magic intended to construct or heal is harmonic. This fact remains regardless of whatever reason exists to cast spells of either alignment.

The most basic magical attribute besides alignment is elemental magic. Contrary to common misconception, elemental magic is not so cut and dry as one would believe. There are, however, certain laws that must be observed, such as conservation of mass, and transfer of energy.
Matter can neither be created, nor destroyed, only rearranged. For any spell to work, equivalent material must be acquired to match the end result. Conjuring bread means locating and assembling it's base elements in order to achieve the desired result. Likewise, dispelling an object only means it is moved or deconstructed, not that it has ceased to exist.

Fire is caused by adding energy to a reaction, causing it to increase ambient heat levels by an increase in brownien movement, until the object in question spontaneously combusts. The concept behind this school of elemental magic is causing combustion to occur by adding energy to a reaction, then fueling it once fire is present.
Creating, fueling, and guiding fire is the most widely utilized effect of the fire element, but the elemental school itself is a much broader group of magic related to adding or removing heat energy from objects.

The movement of water is a much different matter, related to small scale particle physics, by applying force to a large amount of independently moving particles. As such, the water element is an application of force to particles involved in fluid dynamics. Objects native to one's optimal temperature range in a fluid state are the most easily understood, however, as one becomes more advanced with water magic, more exotic fluids enter into the scope of a water caster's abilities. Another concept involved with water magic is the change of state from fluid, to liquid, to gaseous matter. As is true with spells related to more exotic fluids, this is an advanced form of water magic, and is another form of forcing matter to change states.
Bear in mind that although liquids can be changed to solid or gaseous states, then moved back to liquid again, the caster will lose control of the matter in question once it is no longer in a liquid state, unless the caster changes it's state back to a liquid form.

Another element in question is the Earth Element. This element's main focus is force application on a large number of particles at once, not on individual particles in a liquid state, making it more akin to telekinesis. This form of magic is most widely used in relation to more simple objects, specifically the less dense construction of rocks, dirt, and sand, as opposed to metal and crystal, although in later stages, the control of more dense objects, or objects of a more complex construction, such as wood, becomes open to casters of the earth element. Also available to more advanced users is the concept of forcing a bond between objects through application of pressure, allowing the caster to combine smaller objects to form larger ones.
Let it be understood that the larger, heavier, more complex, and/or dense an object is, the harder it will be to control. In addition, compressing objects together requires a significant amount of force, meaning the caster must be able to control the objects being combined, with enough control to give them the proper compression.

The final element is the Wind element, related less to the application of force, and more to the guiding of gaseous particles. Force is applied globally to an area, causing the gases to move, which are then guided by the caster in a specific pattern. Wind magic is one of the more unpredictable elements, due to it's application through guidance instead of control, essentially meaning that the matter you are controlling may not necessarily work the way it's caster intends.
Understand that matter will resist being forced to do something it does not naturally do. Air is less dense than water, meaning that holding air underwater is no small task. Likewise, trying to create large gaps in pressure is also difficult, since air pressure will naturally equalize.

The next concept is Logistics, since more complex spells, or spells that do not utilize elements require structure. Logistical magic is the idea of creating intelligent spells. A fireball will only travel where it's caster provides fuel, requiring constant application of control, whereas a fireball with logistics applied to it will fuel itself, and in more advanced logistics, will track targets independent of it's caster's control. Logistics allows for the combination of elements as well, such as using wind to guide fire, instead of providing energy to fuel it in a specific pattern, making the fireball more efficient, or water and fire being used to make plants grow.
Logistical magic requires a large amount of theoretical knowledge. Much like writing code, Logistical magic requires order and structure to remain coherent, otherwise, it is little more than a group of brute force commands that waste energy, and make sloppy magic.

The final concept is component magic. This magic applies to artifacts that maintain spells, materials that focus or supply energy, or objects that act as a control structure, changing logistics inside a spell, and allowing it to be controlled or triggered without requiring direct mental input. Focusing objects, such as wands or staves fall into the field of component magic, being objects that allow a caster to cast more effectively. Devices that store magical energy, or allow a single spell to be cast fall into this category as well. Runework is the best example of component magic, as it is the most complex form of intelligent magic, often working without a caster entirely.
Bear in mind that component magic is not simple or easy, and requires a wealth of knowledge of logistical magic to make function. Artifacts, Storage or Focusing devices, and Runework are expensive to buy, and hard to make. Also, it should be noted that some casters require focusing objects to cast, such as wands or staves.

The above texts describe a large amount of theoretics and applied knowledge, allowing a caster to create their own spells on the fly, or prepare them in advance using their own knowledge, but another method exists for casting magic, known as Recollective magic. This magic is the concept of memorizing a spell, allowing you to use more advanced magic, without knowing the theoretics behind it. Similar to reciting phrases in an unknown language, recollective magic is the idea of recalling a spell that has been committed to memory, and using it when the situation allows for it.
Recollective Magic is very limited in versatility, meaning unless the caster has learned variations to the spell, it is cast the same way every time, regardless of the context in which the spell was cast. The spell will still function, but not as well, since it is not tailored to fit the situation.

To address a final concern, casters may often use words, motions, rhymes, or song to recall spells to their minds. By using the associative ability of the caster's mind, using an associated word or motion helps the caster recall how a spell is cast, making it easier to cast, or more effective when it is cast.
This is a common trait among casters, though it may reveal something about the spell they are casting, or warn their target that a spell is being cast, as such there are times that associative casting may be a disadvantage.

In conclusion, Magic is an extremely varied field of study, allowing for nearly limitless possibilities, but like all sciences, order must be applied or magic becomes an orderless construct, unable and unwilling to function.
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