Magic

Manaplasm Arts

I wanted to get into the mindset that if humans were considered magical creatures with their unique manifestation of magic ability to the same extent like fairies, unicorns, and elves. What would an uniquely “human” magic take form as but without drastically changing them?

Manaplasm Arts (also called Primordial Magic, or Mana Manipulation) is the type of magic capable by sapient natural creatures like humans who use it to manipulate the magical property that resides in people, animals and objects into a unique magical substance.

Naming

Manaplasm Arts is what the Homins and the Amazoness of Kaf, the most numerous users of the ability call it. Primordial Magic is an older term mostly used before the Ghulat Wars to describe it. The Lunarians of Qarin call it Mana Manipulation, a very direct and technical way to call it.

A being that uses manaplasm arts is called a Conjurer.

Manaplasm


The medium which mana is directly manipulated and allows the mystic arts to be possible. When mana stored in the body combines with the bio-electric energy of a natural being, an intelligent one can intentionally use the combination of energy to ionize the air around it in such as way that forms the material at room temperature. They generate a substance made of magically charged ions.

Properties

When first conjured, manaplasm looks like charged neon gas lights. The current color will depend on the substances that were energized, typically it is bluish purple due to nitrogen and oxygen in the air. Soon it quickly condenses into a glowing non-Newtonian fluid. That is, it acts like a liquid when being poured or moved, but like a solid when a force is acting on it. This includes outside forces acted upon it or concentration of mana by its wielder.

Once manifested, manaplasm can be made to levitate, or otherwise move in response to the electrical potential of a natural humanoid being. While manaplasm is traditionally manipulated through the motions of one’s hands and feet, certain conjurers are able to effectively manipulate the substance with only minimal movement of their body, such as by using just their head or torso.

Neonpowers_concept01
This along with Green Lantern is how I visually see the Manaplasm Arts performed.

Users

The following species/subspecies can innately use manaplasm:

All are beings that are in the human family of classification

* Species that are functionally extinct after the Ghulat Wars

Applications

Manaplasm Arts revolves around the use of manaplasm and its properties by conjurers.

Reinforcement:
Manaplasm can cover things such as an object or a conjurer’s body, when struck it will harden for a short time, forming a protective cover or strengthen one’s strikes, due to its Non-Newtonian nature. This reinforcement can also be applied to other things beyond the user like things around themselves.

Dowsing:
A conjurer can generate a weak pulse of mana that bounces back on large sources of magical energy, effectively detecting their location like sonar for magic.

Constructs:
A major property of manaplasm is its ability to be formed or shaped by the one who conjures it. Once a person has mastered the construction of a certain shape, they can recreate it and dispel it in an instant, whenever they want. The skill of the wielder can determine how fast they can make the amount of manaplasm they have behave like other states of matter such as a liquid or a solid.

Kinetic Energy Denotation:
A conjurer can cause a mass of manaplasm to be forcefully detonated to release the ionization energy as an explosion of kinetic, sound, and electrical energy. The impact of concussive force, whether directly or remotely, can knock the target back and cause internal and external damage.

Kinetic Energy Absorption:
Manaplasm can be made to store kinetic energy, meaning multiple weak blows dealt to it can be combined into a single, powerful blow once detonated. The amounts of strikes that an amount of manaplasm can take before it dissipates from damage depends on how much is conjured and how dense it was made at the time.

Sanitation:
Manaplasm can kill microorganisms like bacteria by damaging microbial DNA and surface structures without being harmful to multicellular tissues and nonporous surfaces.

Transmutation:
An advanced conjurer can change the properties of their manaplasm to mimic the properties of other substances in nature (like water). Transmutating manaplasm can also give it properties that don’t necessarily mimic real things by combining the properties of other materials into something that might not naturally exist.

Channeling Electromagnetism:
Manaplasm being a viscous plasma, can be used as a conduit to channel electricity in and out of it, as well as  generate magnetic fields and effects. It can also hold external electric charges or those from the body.

Meta Magic:
In addition to holding electric charge, manaplasm can also hold potential magical energy, as it is made out of magic itself. This allows it to directly alter the effect of other types of magic like ordered spellcraft spells. They can be made to last longer, shorten the duration of a harmful curse, negate a spell altogether, amplify a spell’s power or range, make one’s magic more difficult for someone else to dispel.

 

Principle

When it comes to magic in general, the user taps into and resonates with the vibrations and wavelengths of the world’s mana. During the process, the practitioner becomes a conduit to the rush of magical energy flowing within their general area, instantaneously.

Preternatural creatures (like spirits, faye or magical beasts/flora) surprisingly only have a very limited use of raw mana and can only simply concentrate and firing it as bullets or spheres of magic, only doing minor to moderate concussive force. They either use the magic that their body makes for fantastical bodily functions or use their intentions to activate the mana around them to manipulate natural phenomena to their will. A common method of this are Sign and Ward spells that shape mana into magic circles and symbols that process the magic energy like standard spells.

Natural beings, like all beings can passively accrue magic power from the environment.  However they are not able to use it to power spells like preternatural beings. Instead the combination of mana and their bodies energy generates a unique substance that can be manipulated in a telekinetic like fashion.

Manaplasm is only made from mana that is stored within the body first to mix with their electric potential. As such they can only use mana that their body has first processed, not simply external mana that has not passed through them yet.

The process of acquiring mana naturally is to rest and let the world’s ambient mana radiate into their bodies or enter a meditative trance called gnosis where this natural process is intentionally speed up. The conjurer can also rely on an external source of magic power like a consecrated gemstone, to absorb from.

One way of coping with this, conjurer’s will often reabsorb manaplasm into themselves, especially during combat to have a quickly reusable supply of internal magic without relying on supplies or having to go into a vulnerable trance. This does limit them from using it as projectiles or detonating it away in these situations.

Arts Categories

This provides a system of classification for the various arts performed by conjurers.


 

Attack

Shooting
(Aimed): An art where a conjured projectile has a target before firing and stays on its predetermined course.
(Guided): An art where projectiles are freely controlled during its course to target.

Bombardment: An aimed attack firing a cone/bundled stream or multiple projectiles concentrated at a single target.

Melee: User attacks either directly with compressed manaplasm or via physical enhanced strikes. Because manaplasm is typically room temperature, the strikes generally have the feeling of a blunt object.

Area of Effect: A art where damage affects multiple targets within a certain area.

Defense

Barrier: Conjuring defensive barriers usually in spherical or hemispherical shape. They can defend in all directions, but are not suited to repeated/combination attacks. They work by absorbing the power of an attack in order to reduce damage.

Shield: This type describes arts that generate powerful shields of manaplasm. In contrast to barrier type arts, shield type spells can only guard in one direction, but are much more difficult to penetrate. Also unlike a barrier type defense, these moves defend by repelling the energy driven against them.

Generate: In these arts, opposing concussive energy is generated radially outwards from the conjurer to push back advancing forces.

Capture

Caging: An art that conjures a surrounding object with barriers or otherwise restrict their actions, so they can move inside but have no way getting out.

Binding: An art that conjures a surrounding object by robes/chains/lines that keep them confined so they can’t move at all, or at best wiggle slightly.

AnchoringAn art that conjures object to lock/immobilize the target on certain spot but can otherwise act.

Support 

Healing:  An art that recovers recipient from physical damage like trauma, removal of pain in a certain site, or eliminates infectious agents.

Replenish: An art that deals with cleaning, recovery from fatigue, or enhancing effects of other magic.

Interference: An art that weakens, impedes the target or cancels the effects of other magic.

Transportation:  An art that increase the conjurer’s speed or range of normal movement.

Sensory: An art that alters the target’s sensory information or improves that of the conjurer’s.

Manaplasm Schools

These schools represent the different philosophies behind the type of arts that are used and ways that they take effect.

Full Action -Focuses on techniques that use grand physical actions and using manaplasm to extend the range or amplifies their force.

Construction Style – Focuses on the use of constructs made of manaplasm as tools for the conjurer. There are two subschools related to the philosophies of one conjuring a construct.

  • Situational – Conjurers focus on fluid & dynamic materials for on-the-fly situations
  • Solid Set – Conjurers focus on dense and sturdy constructs for the long term

Emission – Focus on arts that cause effects from a distance, often for a destructive end.

Tactic – Focuses on the use of indirect effects like surroundings, hidden traps, and binding locks set up to disadvantage the opponent’s side.

Armament – A recent school based on understanding and relying on the unique capabilities of one’s magic assisting device.

Akashic -A hybrid style that focuses on using manaplasm in tandem with one’s life force to shape, and enhance the duration of techniques.

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