Magic System (Aether)

Aether: What is it?
Aether is an energy that permeates the universe. The 'Aether Field', as the distribution of energy has been called, has been observed to be most dense around living things, charged Aetherite crystals, and at lower altitudes. Users of this energy are known as sorcerers.

Aether exists, but cannot be destroyed, as far as sorcerers are aware. It can also be stored for use at a later date, making the crystal substance Aetherite extremely valuable, as it functions somewhat similar to a battery which can be tapped into by any sorcerer.

Forms
Forms refer to the kind of action that the sorcerer is taking to use Aether when casting a spell. They are divided into four groups:

Conjuration
Conjuration refers to the act of creating an object from Aether. These objects are often imbued with special qualities. They can affect the physical world, but to anyone trained to view Aether, conjured objects have the signature of pure Aether, making them poor decoys for anyone attempting deception.

Manipulation
Manipulation refers to the act of moving or propelling an object using Aether. This cannot be done with other living things, as far as most sorcerers are aware.

Transmutation
Transmutation refers to the act of changing an object's qualities or even its aspect using Aether. A sorcerer cannot make more energy or matter than is present in and around the objects to be transmuted.

Enhancement
Enhancement refers to the act of enhancing the physical abilities of an individua, including the senses.

Aspects
The aspects of a spell are the areas of the physical or spiritual world that the spell is being cast to affect. They are divided into the following categories:

Physical Aspects
Unliving:


 * Inert Solids
 * Liquids
 * Gases
 * Plasmas

Living:


 * Plants
 * Animals

Spiritual Aspects

 * Thoughts
 * Emotions
 * Memories
 * Souls

Other
The more complex the composition of an aspect, the more difficult it is to apply a spell to it. In addition to the complexity, casting spells on living aspects is more difficult due to the Aether already present in the aspect. Hence, sorcerers have split physical aspects into living and unliving subcategories.
 * Aether

Spell Parameters
When a sorcerer casts a spell, they must specify a form, as well as one or multiple aspects that the spell will be affecting. In addition, the sorcerer gets a number of points to spend on the following spell parameters (to a max of 5):

Scale
Refers to the "area of effect" of the spell.

Range
Refers to the distance away a caster must be to the target of their spell.

Persistence
Refers to how long the effect persists.

Intensity
Refers to the severity or intensity of a spell's effects.

Casting Time
Refers to the time needed to cast a spell.

Certain spells have been thoroughly researched, such that their effects are well-defined. These spells, called Standard Spells, are those which are commonly taught and used. The number of points one gets to spend on spell specifications for a Standard Spell is equal to their logic + memory. The number of standard spells a person can memorize is equal to their memory*2.

Other kinds of spells which have not been so closely studied are known as Spontaneous Spells. The number of points one gets to spend on spell specifications for a Spontaneous Spell is equal to their wits + ingenuity. In addition, there is a substantial chance that the spell will go wrong. The caster takes a D6, and on a 1 or 2, a mishap occurs. A 1 indicates a major mishap, while a 2 equals a minor mishap.

Vows
As one can see, there is a very clear limit on the parameters of a spell any single sorcerer can cast. There is, however, a way around this. Through a ritual making a vow to the Sky God, who gifted Aether to the denizens of the planet, a sorcerer may exceed the potential of a regular human being. They need only specify a vow: a set of restrictions that bestow upon the caster multiplicative power. Not observing these restrictions, however, will result in the loss of an individual's ability to Aether-cast in the first place.

Menders
These practiced individuals have spent years studying the precise application of enhancement magic in order to heal wounds. Many menders are also formidable hand-to-hand combatants due to their ability to enhance their physical capabilities.

Propellers
Manipulation can be used to propel objects at high velocities. Sorcerers of this school typically focus on the speed with which they can boost a projectile in order to inflict maximum damage. Advanced casters can even curve their shots. This is considered a primitive art compared to the expertise of Sculptors.

Sculptors
These are manipulators skilled in re-forming materials to their whims. They tend to work with inert solids, as their name suggests, bending the material to their will. Their casting is much more versatile than propellers, and some even go on to study conjuration or transmutation spells to supplement their abilities.

Illusionists
Since conjured objects and images have a signature which identifies them as being composed of Aether, they are not useful for the purposes of deception. Thus, illusionists are thought and memory manipulators, who can trick the mind into seeing what isn't there.

Alchemists
These are transmuters who tend to approach the art of sorcery as more of a science than anything else.

Memory-Sifters
Typically employed by the state to determine whether suspected criminals are telling the truth, these individuals focus on information gathering, both through the mental and physical senses.

Weapon-Summoners
These conjurers tend to focus on honing their abilities to conjure one specific weapon, often with special properties.