Category:Spheres of Magic


 * Main Article - Magic While the Spheres of Magic have vastly different qualities, there are a few aspects which are shared across all of them. First, thematically appropriate sacrifices will dramatically improve the potency of magic. Second, all of them are capable of imparting enchantments onto inanimate objects. Third, the spheres of magic are vast and to even master all of the basics of a single sphere is impressive, the advanced aspects infinitely more so. Regardless, the Spheres of Magic have many applications and there are certainly more outside of combat than within it. As a final note, regardless of aptitude, an individual's magic system can only handle so much strain before it gives out or worse. Delving into three spheres is a mortal's limit, going further is ill-advised.

The Mundus Sphere
The Mundus Sphere is comprised of the world's natural elements and their many variations. The elements are fire, water, earth, wind, light, and dark. This sphere is more diverse than most and therefore offers a variety of applications for those that utilize it. This sphere can be found abundantly in nature and when a Mundus Sphere mage is literally within their element, they can quickly become a dangerous force.

Azoth > Mundus > Vita

(The Mundus Sphere does well against the Vita Sphere, but has trouble against the Azoth Sphere.)

The Vita Sphere
The Vita Sphere is comprised of the flow and cycle of life. This consists of things like reinforcing and weakening organisms, restoring and sapping vitality, and giving life to the lifeless. This sphere generally has an opposite for any conceived application, and thus it has the potential to heal or hurt. This sphere can be witnessed within its natural form by looking towards things that give life such as the sun and seeds, or in things that take life such as disease or aging.

Mundus > Vita > Esper

(The Vita Sphere does well against the Esper Sphere, but has trouble against the Mundus Sphere.)

The Esper Sphere
The Esper Sphere is comprised of the mind as well as things unseen. Through this sphere, the mind is capable of doing things remotely and things unseen become less unseen, things such as thoughts, mysteries, and the future. The most common applications of this sphere include Telekinesis, Telepathy, and Fortune Telling. This sphere is unseen within nature, but it is still very much present. It cannot be observed directly but its effects can be, effects such as patterns that lead to a predictable conclusion and objects that focus the mind.

Vita > Esper > Praeter

(The Esper Sphere does well against the Praeter Sphere, but has trouble against the Vita Sphere.)

The Praeter Sphere
The Praeter Sphere is comprised of things both beside and beyond the natural world. In a word, this sphere is "summoning", and has a surprising variety of applications. Most prominently, spirits may be summoned from the Ethereal Plane and those who utilize this sphere are capable of reverse summoning their own spirits in an act known as Astral Projection. This sphere has no natural occurrences within the Material Plane, but it is omni-present within the Ethereal Plane.

Esper > Praeter > Gravis

(The Praeter Sphere does well against the Gravis Sphere, but has trouble against the Esper Sphere.)

The Gravis Sphere
The Gravis Sphere is comprised of the dimensions of space and time. This sphere bends and twists these dimensions to better suit a user's whims (almost always temporarily). The first magic that Gravis mages will typically produce from this sphere is typically either gravity manipulation or a time bubble. This sphere is the very backbone of the Material Plane, but is oddly sparse within the Ethereal Plane.

Praeter > Gravis > Azoth

(The Gravis Sphere does well against the Azoth Sphere, but has trouble against the Praeter Sphere.)

The Azoth Sphere
The Azoth Sphere is comprised of the tiny bonds that hold everything together. These bonds may be captured, removed, or rearranged to transform the properties of one thing into that of another. Potential applications include Alchemy and Transmutation, breaking things down and rebuilding them. This sphere can be found almost everywhere within the material plane, but only in tiny quantities.

Gravis > Azoth > Mundus

(The Azoth Sphere does well against the Mundus Sphere, but has trouble against the Gravis Sphere.)

The Anti Sphere
The Anti Sphere is comprised of magic flowing in reverse. It's primary capacities include the negation and reflection of magic. While it can be overpowered or outsmarted, the function of this sphere is plain and simple. This sphere doesn't occur naturally, and is considered an aberration. Embracing this sphere in any capacity will severe a person's connection with all other spheres of magic.

Anti > Aether > The Circle of Six

(The Anti Sphere does well against all types of magic.)

The Aether Sphere
The Aether Sphere is said to be comprised of magic in its purest form. The most basic function that it possesses is the capacity to alter a person's luck. It can do much more than that however, those who utilize this sphere are capable of becoming self-made monarchs or perhaps something even greater. To wield this sphere within a person's internal magic system is absolutely impossible, and to even touch it requires something greater than an individual. Though extremely rare, this sphere does sometimes occur in nature within objects or places that receive great worship.

Anti > Aether > The Circle of Six

(The Aether Sphere does well against The Six normal spheres of magic, but has trouble with the Anti Sphere.)

Trivia

 * The circle of effectiveness serves a few purposes, one of the less expected purposes is to aid in the memorization of the various spheres. The illustration should also help in that regard.
 * The spheres are primarily two-syllable latin names, two spheres are an exception to this.
 * The proper title for users of any sphere is "___ Mage" (Mundus Mage, Vita Mage, etc).