Magic
Magic Name: Fractured
Magic Type: Lost Magic
Description: What if magic was affected by quantum mechanics? The unlucky few who awaken to the magic known as Fractured know the answer all too well. The mage’s very bodies become unstable, and most of them live short, miserable lives before either taking their own life or having it taken in an accident caused by their magic. One thing is for certain, no one willingly chooses to learn this magic.
Unique Abilities:
Spells
Magic Name: Fractured
Magic Type: Lost Magic
Description: What if magic was affected by quantum mechanics? The unlucky few who awaken to the magic known as Fractured know the answer all too well. The mage’s very bodies become unstable, and most of them live short, miserable lives before either taking their own life or having it taken in an accident caused by their magic. One thing is for certain, no one willingly chooses to learn this magic.
Unique Abilities:
- Uncertainty (Rank D): Parts of the mage’s body will suddenly either transform into other matter, fall apart, or simply disappear. There is no warning and the effect can last several moments, but as soon as the mage observes the change it will revert back to its original state. Anything that occurs, such as falling when a limb disappears, is not undone. They can try and contain this to some degree with greater reliability as they rank up, but the effect of this ability does not disappear. It simply begins to affect the environments around the mage instead. This ability can never be completely stopped.
- Repellant (Rank B): Unless they consciously suppress this ability, the mage becomes surrounded by a field that repels anything that attempts to come in contact with them. Anything repelled this way is sent back with the same amount of force as when it approached and can only be overcome by a force greater than the mage’s rank (up to rank S).
- Superposition (Rank S): By believing they are at a location, the mage exists there. The only limitation is these parallel existences cannot see each other, as that breaks the belief of them being at those locations. These existences share a consciousness, but act independently to their surroundings. Should one existence be killed, the mage does not die. This means that Chaos Theory will not be activated.
Spells
- Basic Spells:
Name: Entanglement
Rank: D
Duration: 1
Description: By connecting a space they can see to themselves, the mage can affect it as if they were in that space. This includes touching objects and communicating with others.
Name: Lucky Choice
Rank: D
Duration: 1
Description: By nudging probability in their favor with their magic, the mage brings upon a slightly better outcome than otherwise might have occurred. When rolling a die, roll two instead of pick one. This cannot be used with Chaos Theory.
Name: Energy Transference
Rank: D
Duration: 3
Description: The caster can drain energy from an area, causing it to become dangerously cold, or pull energy into an area to make it impossibly hot. Anyone or anything in the affected area will receive damage for every post they are there.
Name: Float
Rank: C
Duration: 5
Description: By changing the gravitational particles around themselves or another object, the mage can cause the target to float and move freely in whatever direction they wish.
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Rank: C
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Rank: C
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Name: Displacement
Rank: B
Duration: 1
Description: The mage switches the positions of two objects. This can include themselves or another person.
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Rank: B
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Rank: B
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Name: Tunneling
Rank: A
Duration: 5
Description: The mage becomes able to freely pass through other matter of their choosing, but can still be affected by energy.
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Rank: A
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Rank: A
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Rank: S
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Rank: S
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Name: Dematerialization
Rank: S
Duration: 1
Description: The mage interferes with the force holding a target’s atoms together, if the target cannot resist they simply seem to dissolve into nothing. If the target is a mage and resists, they will still have some of their body blown off by the attack.
Name: Gravity Well
Rank: H
Duration: 10
Description: A small point of impossibly high gravity forms, pulling everything that gets too close into the center and ripping them apart before condensing them into the gravitation center.
- Advanced Spells:
Name: Lase
Rank: D+
Duration:
Description: Light particles are condensed and shot at a target, burning them where struck.
Name:
Rank: C+
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Name: Spin
Rank: B+
Duration: 1
Description: By controlling the spin of particles, the mage creates an electrical charge that does damage to and paralyzes their target.
Name: Split
Rank: A+
Duration: 1
Description: By increasing the gravity next to a target by extreme levels, the mage attempts to tear them apart.
Name: Decay
Rank: S+
Duration: 1
Description: The target inorganic material undergoes molecular decay, turning into a lower element and giving off explosive energy in the process.
Name: Fusion
Rank: H+
Duration: 1
Description: The mage creates a miniature fusion reaction at a point causing a small nuclear explosion there. The area around the explosion is affected by the devastating shockwave and heat while the center of the explosion is filled with deadly levels of gamma radiation.
- Signature Spells:
Name: Attraction
Rank: C
Duration: 1
Description: Two targeted objects are drawn together with extreme force, damaging them upon impact. The greater the rank of the mage, the greater the force of the impact is. This can include themselves or another person, and can be canceled before impact. Canceling the spell does not stop an existing momentum.
Name:
Rank: A
Duration: 1
Description:
Name: Chaos Theory
Rank: H
Duration: 1
Description: Relying on the natural chaos of the universe, the mage rewinds time to any point in the recent past (current thread). They then roll a die to find out the outcome. A one results in the worst outcome from the caster’s perspective, two or three results in a slightly worse result, four or five results in slightly better results, and a six results in exactly the outcome the caster was hoping for. If the mage dies unexpectedly, they roll a die and if it is a two or above their death is undone. Chaos Theory cannot be used to undo the result of a previous use of this spell.