Magic Path: True Magic
Other Name(s): Dynamic Magic, Awakened Magic, Obsolete Magic
Pre-requisite(s): Qhaysh (Basic), Heavenly Body Magic, 8th Sense
Can evolve into: Awakened True Magicks
Magic Type: Universal
Magic Series: Fonts of Power
<Description>
Essentially Miracles in Magic format, True Magic serves as one of the highest classes of Magic, surpassing regular Magecraft and all current sciences of that era. They are the representation of events that are impossible to reproduce in a certain era, whether by humans or the Planet, even if given an infinite amount of time and resources. At it's full potential, it is said to allow the user to reshape reality itself, if not be utterly capable of anything and everything. The wielders of True Magic are commonly referred to as True Mages.
It is normally only achieved by those who have access to the Akashic Records, as only they are suffused with, and can subsequently use the True Ether that is needed to utilise True Magic. Though, some have believed that True Magic can also be unlocked through the union of the 8th Sense, Heavenly Body Magic and the Eight Winds of Magic.
Despite it's power, there is a price to it. As payment for their near-infinite capabilities, True Mages are subject to the Curse of Paradox, a punishment handed down from reality for working against their current rules. The Curse of Paradox often takes the form of a sense of mania and heightened guilt in the True Mage. Sometimes, however, reality itself will even directly attack the True Mage, sabotaging their spells and causing temporary wounds.
<Basic Stages (Levels 1-8)>
Defy: The True Mage causes True Ether to collapse in and around an opponent who has done them wrong, dealing damage. This spell is cast as a reaction to an opponent or enemy landing a critical hit on the True Mage, and takes effect directly after the hit is made.
Evolution I (Defy - Pain): An extension technique to Defy. The True Mage's mastery over True Ether allows them to directly weave themselves with it, allowing themselves to be better resilient to pain.
Evolution II (Defy - Barrier): An extension technique to Defy - Pain. The True Mage's further mastery over True Ether allows better weaving of True Ether within themselves, allowing themselves to become temporarily invulnerable for ten seconds.
Evolution III (Defy - Counter): An extension technique to Defy - Barrier. The True Mage further uses the True Ether weaved in their body to absorb the damage dealt by their opponents, storing it before dealing it back, along with the collapsing True Ether, in a single furious strike.
Cleave: The True Mage dances with the flow of True Ether, and weaves the essence of their target into it, splitting it into pieces. It cleanly cuts any of their opponent in two, no matter their toughness.
Evolution I (Cleave - Spiderweb): An extension technique to Cleave that is applied to the inorganic environment. Placing their hands on the ground, the True Mage cuts apart the ground in the pattern of a spiderweb, collapsing it in one fell swoop.
Evolution II (Cleave - Great): An extension technique to Cleave, or more precisely the mastered form of the original Cleave. The slashes are now homing, able to immediately lock in against a successive target that is within the range of the original.
Evolution III (Cleave - Fusion): An extension technique to Cleave. The True Mage can now halve their targets conceptually rather than physically, splitting a target into two separate components with weakened abilities from the original. Inversely, they can also conceptually "merge" two targets, fusing them into something more powerful, apparently done by "cleaving" their individuality.
<Awakened Stages (Levels 9-16)>
Augment: This spell allows the True Mage to infuse a spell with True Ether, altering its properties. Most commonly, Augment is used to increase a spell's area of effect.
Evolution I (Augment - Imbuement): An extension to Augment. The True Mage can imbue others with True Ether, granting them temporal access to True Magic as well.
Evolution II (Augment - Imbuement (Self)): An extension to Augment - Imbuement. The True Mage can use Imbuement on themselves, allowing them to inherit and equip abilities from their allies. This does not work on enemies, however, who will prove more resilient to this "mimicry".
Evolution III (Augment - Enhancement (Self)): An extension to Augment. The True Mage can cast Augment on themselves, boosting all of their physical attributes, from stamina, vitality, to speed and strength.
Ward: This spell creates an area of effect in which one physical object or abstract concept is warded, preventing them from existing within the area for the duration. Whatever that is warded disappears from physical reality, and thus do not experience time.
Evolution I (Ward - Dispel): An extension to Ward. The True Mage can ward away "disturbances", allowing them to remove fogs and smokescreens from sight.
Evolution II (Ward - Shield): An extension to Ward. The True Mage can ward away "interference", manifesting a passive shield that blocks physical and energy-based attacks.
Evolution III (Ward - Undead): An extension to Ward. The True Mage can ward away "death", allowing them to survive otherwise fatal wounds. However, this is not to be confused with immortality, for the True Mage is only temporarily alleviating the effect of dying immediately, and will still require medical attention.
<Super Awakened Stages (Levels 17-20)>
Exchange: The True Mage weaves the target with True Ether, reforming it into something else. The target of this spell can either be the mage themselves, exchanging one of their characteristics for another similar characteristic, or an object, exchanging it for another similar object. The target of this spell must be submerged completely in water for the spell's duration, else it fails.
Evolution I (Exchange - Teleport): An extension to Exchange. By submerging themselves in water, the True Mage can swap themselves to another location, as long as the target object is something of relatively equal weight.
Evolution II (Exchange - Swap): An extension to Exchange. By submerging themselves in water, the True Mage can swap their "vitality" with that of a target they desire, allowing them to avoid critical injuries, while inflicting them on their targets.
Evolution III (Exchange - Ability): An extension to Exchange. The True Mage, with simple eye contact, swaps a target's ability with another's for five minutes.
Attribute Source(s): White Wolf, World Anvil (Stone of Blasphemers), Dragon Age, Warframe, Jujutsu Kaisen, Universal Conquest, Soul Eater, Final Fantasy, Dragon's Dogma and more
Character Base(s): Chisa
