ULTRAMagic Archive - Entry 1

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The Basics of Magic

    In the world of ULTRAMagic Alternate, magic is a part of everyday life, albeit amongst those capable of using it. Many mages, casters, and occultists have their own take on magic and it comes in all shapes and sizes. This entry will go over the basics of what types of magic there are.

    Magic has existed for a long time, as long as intelligence has existed. Mind you ancient humans were not sure what they were doing, but the point still stands. A lot of higher and metaphysical entities are responsible for humanity's education surrounding magic, for better or for worse.

    Magic has not had an easy time due to willingly ignorant humans rejecting the Arcane and the Occult. Magic was forced underground due to religion and ideology around the start of the medieval era, but this was a blessing in disguise. It allowed magic to flourish and grow to previously unheard-of heights. This would lead to the reemergence of magic in the 21st century.


Who, What, Why, and How (The basics)

Magic as a whole:
  • Who: Any open minded individual in touch with their soul, the universe, and accepting of God.
  • What: Magic is the achievement of goals and desires through the manipulation of the breath of life and Prima Materia.
  • Why: Usually magicians and alchemists have a goal, desire, or belief that serves as their motivation.
  • How: Magic is performed through the six cardinal techniques, usually done by using Pneuma as a medium for communion with entities and forces above and beyond human comprehension.
  • Limits:
    • Rejecting the other-side, refusing to learn, and being close-minded prevents one from learning magic.
    • Your imagination.
    • Becoming Zealous or overly ideological can cloud your mind, preventing you from practicing magic.
    • Having a physically damaged brain can hinder learning capabilities.
      • Examples: Stroke, severe head trauma, birth defect
The 6 types of Magic
  • Necromancy
  • Alchemy
  • Aura
  • Void
  • Soul
  • Weave
  • Aberrant
In regards to the origin of magic:

    If we were to split hairs over this, Aberrant would be the first type of magic to ever exist. Aberrant denotes any magic that does not traditionally fit into the six official categories. Any of the first magic ever cast could be considered Aberrant magic.

    Officially, most agree that the first two forms of magic were Alchemy and Necromancy. Which came first is up for heavy debate. Alchemy is the refinement of Prima Materia while Necromancy is the communion with spirits. Alchemy laid the groundwork for magic as a whole, but a lot of ancient humans received elucidation from spirits of all kinds.

    Aura and Void popped up naturally, but drew from Alchemy and Necromancy respectively. Aura was heavily favored by central and east Asia while Void always remained as an unknown anomaly. Soul and Weave were the most recent forms of magic to pop up. They drew from Alchemy and Necromancy respectively, just like Aura and Void.

Terminology:

    There are a lot of names for magic casters. These can be names such as Sage, Druid, Pagan, Witch, Warlock, Wizard, Wicca, Witch Doctor, Guru, Shaman, Sorcerer, Magus, Saint, etc. The most common names seem to be Mage and Magician.

    When speaking of Magicians, it is important not to confuse them with prestidigitators. These are NOT magicians in the slightest… barring the fact some have actually learned magic and adopted it into their performances…

    Aptitude refers to the natural ability for a mage to use magic. A specialty is like a secondary aptitude, allowing the mage to learn another type of magic to a lesser degree. Typically people have an aptitude and specialty, but some can have multiple specialties. ULTRAMagic allows the mage to have as many specialties as they desire as the trait allows the mage to learn any form of magic.

Necromancy:
  • Who: anyone who has studied and practiced occult philosophy and tradition.
  • What: This is the communion with spirits and higher entities, asking them to assist you in order to achieve a desired outcome.
  • Why: some choose to ask for help rather than going through the trouble of learning other types of magic and some entities just so happen to be charitable. In ancient times, the reason was to carry out Adonai's will.
  • How: one must perform a ritual in which they say a prayer and/or make an offering to prove that they are worthy of assistance. The magician must also be humble and dedicated to Adonai.
  • Limits:
    • You have to get the ritual right if you do not have a bond with the entity.
    • The entity summoned has a will of its own and must be respected. It will not appear if it does not feel like showing up.
    • An entity has its own skills and tactics which must be taken into consideration. They may also grow tired if overexerted.
    • Offending an entity could lead to it telling its kin of your misdeeds…
    • Those of impure, degenerate, abhorrent moral fiber are completely incapable of summoning any entity, save for degenerate Earth spirits.
  • Goal: To dedicate oneself to and perform the will of Adonai, to educate and guide those who deserve it.
  • Deity: Adonai/God
  • Founder: King Solomon
  • Ideal casters:
    • Occult scholars and Occultists
    • Intellectuals and philosophers
  • Notable users:
    • ULTRAMagic Ignition
    • Mable Acheson
    • Mortis T. Kidd
    • Malte “Ripsaw” Lejeune
    • Johnathan Hawkins
Nuances of Necromancy:
  • Some necromancers can summon up to two devils at a time, with some being able to combine their affinities. This is easier if the devils in question have a bond.
  • Devils may show up on their own if they have a strong bond with their magician.
  • Devils are distinctly stronger in irregular realms such as Inferno, The Unlight, and The Realm of Chaos. These realms do not abide by the laws of physics, allowing them to go all out.
  • Devils and Man can unleash great power when they come together, due to a joining of the corporeal and incorporeal. While not fully understood, it is seen as a union of opposites.
Some things to note:
  • King Solomon was not the first to perform Necromancy, but he was one of the most noteworthy. While not a perfect individual, he did help lay the groundwork for modern Necromancy.
  • Typically Devil's are summoned by Necromancers as they are easy to work with. Devil's are proto demons who are widely believed to be the first residents of Inferno.
  • Commonly Devil's, Demons, and Angels are invoked in rituals. Other entities such as Djinn, Fae, Fairies, Specters, and Astral Entities can also be invoked.
  • Many necromancers have to deal with the pop culture interpretation of necromancy, often being labeled as degenerates, satanists, and thugs. This has led to necromancers being relatively uncommon on Earth, with the majority keeping their magic a secret and sticking to realms such as Ertheval, Inferno, the Realm of Chaos, or The Unlight.
  • In regards to pop culture necromancy, it is not far off from actual necromancy in regards to the idea of communing with the “dead.” The only issue is that pop culture views necromancy as a force of evil, with its foul villains desecrating the dead to achieve its own nefarious ends. In reality, necromancy is the communion with spirits, beckoning higher powers for help. They are considered “dead” because they are incorporeal.
Alchemy:
  • Who: Anyone who is willing to seek enlightenment and understanding.
  • What: Alchemy is the refinement of Prima Materia to achieve a desired outcome.
  • Why: For those that are willing to learn and have the know-how, they are capable of manipulating reality through their own means. Understanding reality allows one to achieve enlightenment and wholeness.
  • How: By understanding hermetic and alchemical concepts, one can take Prima Materia and turn that into something they desire, such as Gold or a Philosopher's Stone (for the dedicated few).
  • Limits
    • Knowledge, discipline, and a sound mind is mandatory for this form of magic.
    • Additional mediums and material may be required for more complex transmutations.
    • Much like Chemistry, an experiment can backfire and/or yield dangerous results and byproducts.
    • Rituals and formulas must be strictly followed and adhered to to achieve a desired outcome.
  • Goal: To either create Gold or a Philosopher's Stone, with the purpose of achieving enlightenment and wholeness.
  • Ideal casters:
    • Chemists, scientists, and occultists
    • Intellectuals and philosophers
  • Deity: Ianoda/Mercurius
  • Founder: Hermes Trismegistus
  • Notable users:
    • Ellen the Wayward
    • Dr. Reynard Woodall
    • Blood-Wraith Andrew Raynot
    • Aelia Albus
Nuances of Alchemy
  • There are different types of transmutations. Earth transmutations concern the corporeal, Water transmutations heal and recover, Wind transmutations affect the state of the corporeal, Fire transmutations bridge the gap between the corporeal and incorporeal, and Azoth transmutations focus solely on the incorporeal.
  • Alchemy is a very flexible form of magic, being able to be combined with most other forms of magic.
  • Philosopher’s Stones will only ever respond to their creator or those who have been granted permission by said creator. If lost, they will always find their way back to their creator. It is also considered bad luck to abandon a stone.
Some things to note:
  • Hermes Trismegistus is a lot older than he seems, going all the way back to the days of Atlantis (predating ancient Egypt). His team pioneered Alchemy and even achieved immortality. Hermes would go on to wander the Earth, spreading his knowledge throughout the eons.
  • Many aspiring Alchemists will have a dream in which Mercurius will show them what Prima Materia is.
  • All Alchemists learn the process to make a Philosopher's Stone. Most use the 7 step process. Many end up just making Alchemical Gold while a select few create a Philosopher's Stone.
  • In line with the previous point, Alchemical Gold is worthless outside of magic and occultism. Alchemists who create Gold are referred to as Yellow Alchemists while the ones who create a stone are referred to as Red Alchemists. Yellow Alchemists are way more common than Red Alchemists. That is not to say a Yellow Alchemist cannot become a Red Alchemist with enough time and effort, however.
Aura:
  • Who: Those who are capable of achieving balance, peace, and enlightenment in mind, body, and soul.
  • What: Aura is the manifestation of one's Soul and who they are.
  • Why: Man is capable of harnessing the power of the soul as a reaction to the universe around it.
  • How: By being one with the universe, the mage can understand how to react and go with the flow.
  • Limits:
    • Allowing too much Aura to manifest can damage the Body and Soul, leading to death.
    • Imbalance in mind, body, or Soul can prevent one from being able to focus. It can also lead to erratic results.
    • Aura is very difficult to learn and master.
    • Aura is nowhere near as versatile as its counterpart, Soul magic.
  • Goal: To achieve inner peace and balance so one's Soul is not shackled to the mortal coil, achieving enlightenment.
  • Ideal casters:
    • Those seeking balance, discipline, inner peace, or knowledge
    • Those capable of focusing and going with the flow
  • Deity: God
  • Founder: (Unclear)
  • Notable users:
    • Aoife Crawford
    • King Englehart Schindewolf
    • Yoshihiro Higasa
Nuances of Aura
  • Aura is a reaction, cast inwards. Its counterpart, soul magic, is an action, cast outwards. Aura is stronger, but lacks versatility. Soul is more versatile, but lacks strength.
  • Despite the lack of versatility, there are many ways to use aura. These can range from creation to destruction to refinement to deception to pure utility.
  • Types of aura training are referred to as schools and paths. Typically users of aura magic stick to one school/path, but some study multiple.
  • It is ideal for an aura-capable mage to lean into whatever other form of magic they know, as aura’s effectiveness is diminished by things like stress and emotional turmoil.
Some things to note:
  • Aura is very popular in central and east Asia. Concepts such as "Chi" and "Prana" have been associated with it. While aura has its own doctrines, it does draw from many eastern belief systems. It is even considered a companion to certain belief systems.
  • The founder is unclear, but many have attributed founder status to Buddha as the doctrines of aura magic are very similar to his teachings. Lao Tzu is also seen as a notable founder of aura magic, despite having different beliefs to Buddha. Signs of Hermes Trismegistus’ teachings have also been observed in certain schools of aura magic. Hermes Trismegistus seems to have met with Lao Tzu in the past, as some texts indicate their back and forth.
  • Aura magic draws a lot from alchemy in regards to "As above so below." It recognizes that we are all one with the universe and that one can harness that to enlighten themselves. Many of aura's doctrines can draw parallels to alchemical doctrines.
  • Aura mages and masters have to deal with an unbelievable amount of legitimate misinformation from new age beliefs. Often all of it comes from con artists and mentally unstable individuals who appropriate various beliefs, traditions, and customs from Asian cultures for the sake of making a quick buck. Necromancers share a similar plight, albeit it is often dismissed and hand waved due to a general disrespect for necromancy by society as a whole.
Void:
  • Who: it's unclear as there doesn't seem to be any defined rhyme or reason to who can use it.
  • What: Void channels the will of higher dimensional entities or even the void itself to bring events that could exist into reality.
  • Why: Unclear. Veritas and the Void are bizarre entities with many agents with their own goals.
  • How: Potential void-capable mages are approached by void entities who offer a deal with them. Others can be naturally in tune with the void. Some may also be taught by other void callers.
  • Limits:
    • Your spells are esoteric and can be hard to use.
    • You are at the whim of the entity who signed a deal with you, if you went down this route.
    • Void spells can be mentally taxing, especially if they bring forth incomprehensible things.
    • The void is unpredictable and you are never guaranteed to get the results you want.
  • Goal:
  • Ideal casters:
    • No one…?
  • Deity: Veritas
  • Founder: The Madman of Old, The Monolith of Old, The Automaton of Old
  • Notable users:
    • Aureolus Schindewolf
    • Queen Dunja Haugen-Schindewolf (+ The Grass God)
    • Fyodor Aleksandrov (+ The Rampage God)
    • ULTRAMagic Ignition (+ The Undead God)
    • The Madman of Old
    • The Automaton of Old
Nuances of Void
  • Void-capable mages are known as “void callers.”
  • Most void callers have their own words that they rearrange into spells to cast their magic. This is known as “void speak.”
  • Void magic grimoires do exist and can potentially allow one to cast standard void spells. Reading these books is dangerous, however.
  • Typically rogue gods, demigods, and bizarre gods form pacts with void callers. Pacts with pure gods and Ar’ton are incredibly rare.
  • Whereas Aura has parallels to Alchemy, Void seems to draw from Necromancy.
Some things to note:
  • Veritas is the father (truth) who came together with the mother (void) to form reality, or at least that's how the story goes. Why he is throwing his hat into the ring is unclear. Many believe he is pushing things into a direction only he knows.
  • It should be noted that Veritas is an odd entity born in the outer void, and everything surrounding this entity is incredibly unclear. God is familiar with Veritas, but any insight he could pass on would be incomprehensible to lower dimensionals. And even the higher dimensionals do not fully get it themselves.
  • Void users are insanely rare to the point where Void is barely recognized as a form of magic on Earth. More often than not people say Aberrant magic is the sixth type of magic rather than Void.
  • The Madman of Old and Automaton of Old, despite using aberrant magic, have been spreading knowledge of void magic throughout the Cosmos. The Madman is 12D, allowing a pact to be formed with him. Those who are lucky can start out with him before moving onto a more fitting entity.
Soul magic:
  • Who: Anyone who is perceptive and open to the Heavens and knowledgeable with the arcane and occult.
  • What: Soul uses Pneuma itself as a medium to achieve a desired outcome.
  • Why: The Soul is capable of interacting with reality itself. It possesses an inherent, instinctual knowledge not known to everyday people.
  • How: The energy and wisdom of the soul is used to manipulate the forces of gravity to push and pull particles into the right position and/or situation. It can also perform alchemy-like transmutations using Pneuma.
  • Limits:
    • The caster only has so much energy before they need to recharge, much like when someone performs physical activities. Usually this is solved by resting and being properly fed. The body acts as a dynamo for the soul.
    • Due to most Souls being imperfect, interacting with reality is limited compared to higher dimensionals.
    • A degree of knowledge is required to cast magic. You need to know what you want, why you want it, and how it will benefit you. You also need to be aware of what you are casting (example: do not create fire in a cave, do not create a bomb that will go off immediately, etc).
    • Soul is nowhere near as powerful as its counterpart, Aura. It also lacks the refinement of Alchemy.
  • Goal:
  • Ideal casters
    • Anyone whose astral senses are awake
    • Anyone capable of comprehending different dimensions
    • Occultists and philosophers
  • Deity: (No definitive deity)
  • Founder: (No definitive founder)
  • Notable users
    • Ludwig Dietrich Leichenberg
    • Ignatius Daren Ford
    • Rostislav Dracul
    • Gummi Proch
Nuances of Soul
  • Much like alchemy, soul is also fairly compatible with other forms of magic.
  • A lot of pyromancers are soul-capable mages.
  • Soul magic is an action, cast outwards. Its counterpart, Aura, is a reaction, cast inwards. Soul is more versatile, but lacks strength. Aura is stronger, but lacks versatility. While this has also led to Soul being viewed as inferior, it prompts a great deal of interest in its potential.
  • Soul can do the things alchemy, necromancy, and aura can do to a lesser degree. This potential has led to alchemists, necromancers, and aura masters learning new things about their respective magic.
Some things to note:
  • Soul magic is widely regarded as an inferior form of alchemy by alchemists, invented by new age "wizards" and "witches" in an attempt to make money off of magic by being able to perform flashy magic without the refinement, discipline, or practice of alchemy.
  • Despite its dubious origins, some mages have worked with this form of magic to see what it can do. Soul magic does have its place, it just needs to be refined and practiced. Under the right mages it can do truly fantastic work.
  • Pop culture fantasy magic draws a lot from this form of magic, to the chagrin of actual mages everywhere. It does not help that multiple books, movies, animations, video games, and tabletop games have gone with this perception of magic. This interpretation of magic is incredibly nebulous and angers mages to no end when average people ask them to mimic the things they see in their favorite fantasy series.
  • Despite the requirements for magic, Soul has the lowest barrier to entry and many are tricked into performing magic in service to charlatans and ne’er-do-wells.
Weave:
  • Who: Anyone who is open minded and welcomes the Weave into their life.
  • What: The Weave is a collective that acts as a medium for spell casting and allows anyone to use magic.
  • Why: at some point in a time incomprehensible, a strange entity came into existence with the goal of allowing as many as possible to cast magic.
  • How: Once you know the spells, the bonds you share with friends and family strengthen your spell casting ability.
  • Limits:
    • Your casting ability is tied to your bonds and mental state.
    • Despite being granted a medium, you still need to know what you are doing when casting.
    • You can still run out of energy casting Weave magic.
    • You can lose control if you do not have discipline with your magic or bonds.
  • Goal: To create a place for mages who have trouble performing magic, allowing them to do feats they have only dreamed of.
  • Ideal casters:
    • Anyone
  • Deity: The ULTRAMagic Entity
  • Founder: Ortrun Thorne, Bai’sin
  • Notable users:
    • Elaine Gabriella O'Nessie
    • Captain Roger/Manius
    • Ortrun Thorne
    • Genome
Nuances of Weave
  • Weave is seen as a lesser form of ULTRAMagic, leading to weave spells drawing from all forms of magic. It is also seen as the type of magic with the most potential.
  • Given that Weave is relatively new, it is incredibly rare to see someone with an aptitude for weave. Those who do may also have natural ULTRAMagic.
  • Weave is easy to learn, but difficult to master, given how encompassing it is.
Some things to note:
  • After seeing the mess that was Soul magic, the demon Bai’sin figured it was time to do something about it, but what? He was just a mere spider demon… Bai’sin was approached by a 7th dimensional alchemist by the name Ortrun Thorne, or Ortrun the Alchemist, a member of the Arbiters of Droom. She had been experimenting with a new type of magic and needed somewhere to field test it. Since Bai’sin wanted to shift Earth’s attention more towards alchemical and occult doctrines, this worked out perfectly.
  • Bai’sin was originally a spider devil who had become a demon, but never made it into the Goetia. He dabbled in the fields magician’s would be interested in regardless, becoming well versed in necromancy and alchemy. With a great deal of help from Ortrun, their knowledge allowed them to create a type of magic that could be used by anyone. Weave uses principles from both alchemy and necromancy, but is considered an offshoot of necromancy.
  • Bai’sin has to routinely defend himself from those who accuse the collective of being evil. Weave magic also gets labeled as "Satanic" on a frequent basis. Sometimes he wonders why he even bothers, but seeing people excitedly performing magic (when they normally could not have) strengthens his resolve.
  • The ULTRAMagic Entity is an enigmatic entity that seems to barely exist in the current phase of reality. Back during the Epoch of the Cosmos, he was a massive contributor to the ULTRAMagic Guild of its time. It is unclear why he did not properly reincarnate, or perhaps he did. Either way, Ortrun had gotten into contact with him and he passed on the idea of Weave magic on to her. It was an interesting idea that he wanted to see if it would actually work.
Aberrant:
  • Who: Those who have unique abilities that do not traditionally fit into the other 6 categories.
  • What: Aberrant is the unofficial 7th category of magic, used to describe those with unique abilities that do not traditionally fit into the other 6 categories.
  • Why: Given the unpredictability of life and reality, some have found a way to create unique forms of magic.
  • How: It depends on the ability and how it was gained.
  • Limits:
    • Limitations are solely dependent on the ability in question
  • Goal: N/A
  • Ideal users:
    • Unknown
  • Deity: N/A
  • Founder: Unknown
  • Notable users:
    • Valentina Pari (Chaos Angel Zozena)
    • Eloise Ter Avest/Empress Eliza-Rex
    • Vlastimir Bartholomew Dracul
    • Ragna Eklund
    • Lord Anti, Master of Positrons
Nuances of Aberrant
  • There are no specific nuances of aberrant as a whole, as they are unique and specific to the aberrant ability and the mage in question.
Some things to note:
  • One does not go out of their way to create an Aberrant ability. They are either given or come about naturally.
  • Aberrant breaks the rules for only knowing two types of magic. If someone already has an aptitude and a specialty that is not Aberrant, they can develop such an ability.
  • A third dimensional with an Aberrant ability as their aptitude is even rarer than people with Void as their aptitude. This also means that they can only have two magic types by default. Of course, this statistic may be skewed as some supernatural abilities that are not considered magic fall under the category of aberrant magic.
  • Magic for higher and metaphysical entities is usually always regarded as Aberrant magic.


ULTRAMagic Alternate © 2022 William Ford II (ChaoticTempleKnight)

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