ULTRAMagic Archive - Entry 3
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Curses
Curses, what are they? As previously established, magic in ULTRAMagic Alternate comes in all shapes and sizes. Curses are a type of self perpetuating, self sustaining magic. They are cast with the mindset of playing the long game one could say. What makes them a unique form of magic are how they function and how they are learned. Curses have the ability to last for generations and cannot be learned naturally. The latter makes these spells incredibly rare, even more so than aberrant and void magic.
A Curse is essentially a meme that infects the target’s being. Once infected, the target will proceed to subconsciously cast a spell on themselves that matches the goal of the curse. This cannot be undone by the target as they are unaware of what is going on. Curse magic is so potent that it can even work on people with no magical aptitude or potential. Even the most magically forsaken individual can be affected by a curse.
Due to the danger of this kind of magic, you cannot actually learn it. Curses are literally impossible to learn, with no exaggeration intended. They must be taught to someone in order to use them. The creator of curses, The Hexer of Old, created them during the epoch as his magnum opus. He truly wanted to create something fantastic and leave his mark on the Cosmos. Annoyingly he created something that was too powerful, so he was tasked with sealing the knowledge away before the Cosmos moved on from the Epoch. Due to things out of his control, the knowledge of curses may have been sealed away a little too well…
There is debate in Inferno and the Unlight in regards to how curses should be classified. There are many who feel this should be the 8th type of magic. It is unique in its mechanics and acquisition enough to distinguish it from aberrant magic. Of course there are a minority of people who feel the knowledge of curse should be erased and forgotten on the grounds of how dangerous it is. The counter to this is that any type of magic can be dangerous. By that logic, all aberrant magic should be wiped from existence because of how unpredictable it is. Something else to consider is that intent matters and benevolent curses do exist.
Fortunately the rarity and difficulty of acquisition prevents curses from becoming a true threat. On an ending note: Anyone trying to cast “curses” over such technologies as the internet is a fool who has no idea what curses are, nor do they have any knowledge of actual curses. And strangely there seems to be a derivative of curses known as “hexes.” These were not created by The Hexer of Old nor did their creation have his oversight.
Curse
Hexes, what are they?
During the second phase of the Cosmos, long after the Epoch, the Discordant God of Desire created a derivative of curses. Delphine was in her palace one night when something began whispering in her ear. The mysterious voice told her of self-perpetuating magic and she had to act. This led to the creation of hexes, a new form of magic radically different from what existed at the time.
Hex
Curses, what are they? As previously established, magic in ULTRAMagic Alternate comes in all shapes and sizes. Curses are a type of self perpetuating, self sustaining magic. They are cast with the mindset of playing the long game one could say. What makes them a unique form of magic are how they function and how they are learned. Curses have the ability to last for generations and cannot be learned naturally. The latter makes these spells incredibly rare, even more so than aberrant and void magic.
A Curse is essentially a meme that infects the target’s being. Once infected, the target will proceed to subconsciously cast a spell on themselves that matches the goal of the curse. This cannot be undone by the target as they are unaware of what is going on. Curse magic is so potent that it can even work on people with no magical aptitude or potential. Even the most magically forsaken individual can be affected by a curse.
Due to the danger of this kind of magic, you cannot actually learn it. Curses are literally impossible to learn, with no exaggeration intended. They must be taught to someone in order to use them. The creator of curses, The Hexer of Old, created them during the epoch as his magnum opus. He truly wanted to create something fantastic and leave his mark on the Cosmos. Annoyingly he created something that was too powerful, so he was tasked with sealing the knowledge away before the Cosmos moved on from the Epoch. Due to things out of his control, the knowledge of curses may have been sealed away a little too well…
There is debate in Inferno and the Unlight in regards to how curses should be classified. There are many who feel this should be the 8th type of magic. It is unique in its mechanics and acquisition enough to distinguish it from aberrant magic. Of course there are a minority of people who feel the knowledge of curse should be erased and forgotten on the grounds of how dangerous it is. The counter to this is that any type of magic can be dangerous. By that logic, all aberrant magic should be wiped from existence because of how unpredictable it is. Something else to consider is that intent matters and benevolent curses do exist.
Fortunately the rarity and difficulty of acquisition prevents curses from becoming a true threat. On an ending note: Anyone trying to cast “curses” over such technologies as the internet is a fool who has no idea what curses are, nor do they have any knowledge of actual curses. And strangely there seems to be a derivative of curses known as “hexes.” These were not created by The Hexer of Old nor did their creation have his oversight.
Curse
- Who: Typically those are mad or crazy enough to delve into the realms of unknown and forbidden magic.
- What: A type of self perpetuating, self sustaining magic that can last for generations.
- Why: Some individuals are truly mad and do not know when to stop seeking knowledge.
- How: One must create a curse. Once created and cast, the curse infects the target’s being. The target will then proceed to subconsciously cast a spell on themselves that matches the goal of the curse.
- Limits:
- Curses are impossible to learn and must be taught. Teachers are incomprehensibly rare.
- It is easy to cast a curse on oneself.
- You can easily earn the ire of your peers.
- Some Curses take a long time to see the full effect and benefit of.
- Goal: Curses are cast to play the long game and are learnt to further one’s knowledge of magic.
- Deity: N/A
- Founder: The Hexer of Old
- Ideal casters:
- Anyone who can break reality or seek out a teacher…
- Notable users:
- The Hexer of Old
- Blood-Wraith Raynot
- Spiritus Magni Drusa
- Dragoslava Raynot
- Those with ULTRAMagic are resistant to curses and can even dispel them with enough focus. Higher dimensional entities are also resistant to curses. Curses do not work on 13D entities.
- Despite how dangerous and dastardly they sound, curses were intended to be a force of good. The Hexer of Old created them with the intent of furthering knowledge of magic.
- ULTRAMagic seems to be able to extend the scope of curses.
- The compatibility of curse with other forms of magic depends on the curse and the other magic in question.
- Curses are impossible to learn and must be taught. The Hexer of Old was indignant, but eventually saw the issues Curses could cause. Whether or not this diligence was caring or overprotective cannot be determined.
- Whether or not Earth has had any curses cast on it is up for debate. Some people are foolish enough to believe they are under the effects of a curse.
- A natural curse user has yet to be found to this day. The Hexer of Old and Blood-Wraith Raynot are the closest ones, but it is merely his specialty of the latter, with his aptitude being Alchemy.
- Those with foul intent and malicious ambitions who learn how to perform curses mostly end up cursing themselves with the worst curses imaginable. Many who think they are in control of the curse are usually the victim of the curse itself.
Hexes, what are they?
During the second phase of the Cosmos, long after the Epoch, the Discordant God of Desire created a derivative of curses. Delphine was in her palace one night when something began whispering in her ear. The mysterious voice told her of self-perpetuating magic and she had to act. This led to the creation of hexes, a new form of magic radically different from what existed at the time.
Hex
- Who: Anyone Delphine deems worthy of learning her magic.
- What: A type of self perpetuating, self sustaining magic, cast via special cards.
- Why: Delphine is the Discordant God of Desire, therefore she desires greatness and excellence. As for aspiring hexers, Delphine will make them a deal they cannot turn down.
- How: Hexers are given a deck of 52 cards to fill with spells. They cast them by activating the cards.
- Limits:
- The limits of the hexer’s creativity and intellect.
- Hexes are weaker than curses, and can be easily dispelled by those who are aware, regardless if they have ULTRAMagic.
- The deck is required to cast the spells.
- Delphine can revoke the deck at any time.
- Goal: To create a new form of magic that can stack up with the rest.
- Deity: Unknown
- Founder: Delphine, The Discordant God of Desire
- Ideal casters:
- Anyone who Delphine deems suitable
- Notable users:
- Delphine
- Aureolus Schindewolf
- Andelin Lindbeck
- Valentin Karppinen
- Unlike curses, hexes can be cast on the environment. Results may vary, however.
- Hexes can be cast on oneself and be ended with ease.
- Multiple hexes cannot be cast at the same time, but the effects can synergize with each other.
- Casting beneficial hexes on allies is ideal, but must be done carefully.
- Hexes usually feel compelled to give one of their cards to those they trust, referred to as “wild cards.” Delphine will provide new decks if a hexers starts to run low on cards.
- The Hexer of Old is aware of hexes and has mixed feelings towards them.
- Duels between hexers involve them playing their cards like a children’s card game, going back and forth until one of them cannot respond to the other.
- Creating living beings through hexes is very dangerous and must be handled with great care.
- Some hexes take a while to form and may end up having a mind of their own…
ULTRAMagic Alternate © 2022 William Ford II (ChaoticTempleKnight)
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