jesus christ
nega fifteenth magic
title: useless magic
the most useless magic, yet feared by eikr soulblade, the greatest magician. the user of this magic is unknown, but certainly exist. it did absolutely nothing except making eirk soulblade useless: physically, spiritually and conceptually. this magic is the sole reason why eirk soulblade doesn't destroy the world despite he can.
Though practised by a minuscule number of Magi some records of the systems used in Abduction Enhancement will likely have remained with the Atlas alchemists, considering how similar their systems of Thought Acceleration are with Abduction Enhancement. While Thought Acceleration itself requires some mental facilities beforehand it is still (at least to those who are observing it in process) a single Spell, or Mystery, while Abduction Enhancement requires many Mysteries to be enacted almost constantly to provide it's results, maybe it was for this reason that Atlas were not keen on the method and instead opted into Thought Acceleration and Thought Partitioning.
Abductive reasoning is a logical inference which starts from an observation and then tries to move to simplest answer for the phenomena observed, it is not the deductive reasoning used by logicians, nor is it the inductive reasoning that scientists are often accused of, instead this third category is more akin to the conclusions reached by detectives such as Sherlock Holmes. Abduction Enhancement draws upon similar roots in the Mystery of Thought Acceleration but instead uses a series of Mysteries, each possibly different for the individual user, to draw supernatural amounts of information from ones surroundings and then quickly move to a conclusion that would appear impossible for a being that was not omniscient.
One staple of Abduction Enhancement involves a Mystery that, taking into account hundreds of different pieces of sense-data, will derive the most likely conclusion presented by all of them. Other pieces of the system involve the discarding of unimportant pieces of data from the users mind, so to free up memory space much like in a modern computer, where the unimportant data is decided by the conclusions reached from the Abduction Enhancement as well as a vitally important Mystery that reveals an unnatural amount of information from objects and observations.
While there are many benefits of Abduction Enhancement there are also reasons it clearly never rose to popularity, despite the lack of practicality it can possess for many Mages it made most other Magecraft impossible, a single user of Abduction Enhancement is almost fated to slowly become more and more practiced in this system and never advance into a broader set of disciplines. It also requires an exceptional mind to begin with, otherwise some manner of artificial mental adaptation would have to be used, so experimental that it would likely result in the user's death.
Still, despite the number of Mages using Abduction Enhancement being incredibly small, at most maybe 2 Mages, it has certainly not died out. One might think Abduction Enhancement was a recent Mystery, considering it's links to Criminal Investigation, but in fact it is an ancient system dating back to the earliest civilisations and the foundations of information systems, such as cave paintings intended to spread a message. Most users of it are Spellcasters who may not even be aware of its operation, it can be found subconsciously active in many individuals across the world, even if their Magic Circuits are almost non-existent the operations still seem to be implanted onto their souls themselves. This suggests an ancient popularity of Abduction Enhancement which some trace to fortune tellers, soothsayers and oracles who may have specialised in this methodology. Perhaps the greatest user of Abduction Enhancement was the Great Detective himself, Sherlock Holmes, however these matters still remain unclear even in the upper echelons of the Clocktower, some attributing him to merely being intelligent while those who understand the nuances of the Root in greater detail have even attributed his success to an Origin of some description.
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In retrospect, too much bold
These are my Servant and Master sheets I hope you enjoy reading them:
Servant And Master Sheets
That's really good.
Sixth Magic:
Title: Damnatio Memoriae
Domain: Denial of existence.
An extremely dangerous forbidden Magic that holds the power to erase the wielder's enemies from existence. Once invoked, otherworldly dark flames materialize to consume the target, not only incinerating their bodies but utterly erasing their existence from the fabric of reality across past, present and future. All records of the victim vanish without a trace, both memories in the minds of those who knew them and their impact on history. Only the holder's own memories are spared. Unfortunately, every invocation of this Magic requires that the wielder sacrifice one of their own precious memories in turn- an extremely heavy burden worthy of the most forbidden sorcery.
First Magic (my version)
Denial of Nothingness/Void (also known as 'Akasha'). Its pretty self-explanatory, wielder of First Magic have capability to 'deny' or resist influence of Akasha upon him/herself. Thus it can also be called 'Akashic Resistance' as it has capability to shrug off any phenomenon originated from Akasha, making a wielder of First Magic akin to 'a Living Anomaly'.
First Magic can also be classified as 'Anti-Void weapon', capable of 'denying Akasha to death'. In other words, user can destroy Akasha in its entirety. And because First Magic is the result of complete understanding over mechanism of Akasha itself (so it can perfectly counter Akasha's influence over something), the user would also have capability to 'Deny the Nothingness that plagues existence after he/she 'destroyed' Old Akasha'... Creating New Akasha in its place.
Fourth Magic
"Fourth conceals itself"
Fourth Magic deals with 'concealment', as it can 'conceal itself', means it can conceal a Mystery. As such, Fourth Magic is manipulation over underlying principle of Mystery itself. Capable of elevating any magecraft to the level of 'Divine Authority' by modifying its 'Mystery value/stats'. Similarly, it can also degrade any Mystery to become 'complete mundane'.
Since magecraft or any fantasy depends on Mystery, having Fourth Magic means the wielder have complete domination over realm of Fantasy/Phantasm itself.
Wow those are really good, especially Royds, oh I'm going to create a list if magics soon once there's a good amount of new magics but first here's a new magic from me!.
5th magic(my variation)
domain: creation
title: existence touch.
User er if this magic retain the memory of when nothing became something,the first act of creation ever behold and therefor gain the knowledge and ability to create anything they are capable of comprehending it is knot to mistake as turning something into something, no users of this magic actually create something from nothing, and do to this nothing is beyond there abilty to create so long as they have the ability to comprehend what they are creating, this magic uses ones imagination as a catalyst for activation.
Ninth magic.
Domain: altering of fate.
Title: fates hand. (Couldn't think of anything better).
A true magic created originally to reach the root by altering ones fate so they are destined to achieve what they want, in some cases it can change even ones origin. It's Essence is to allows to directly change the future this does not allow to change the past however only the future this magic, however unlike the other magics it can only be used once do to the massive amount of magic energy it would consume, and in fact consumes the mana of an entire city for activation and requires a cool down time of 65 years.
Hm, this turned out to be a very interesting thread. Maybe I write something tomorrow
I agree. This thread is yet another venomking-duplicate. Heck I don't know why it hasn't been locked yet...
Put it in the original thread. The Master Post has been restructured and is even more functional now.
I'd also like to call some attention to the tags that I gave that thread when I first made it...
Likes attention, shiny objects, and... a ball of yarn?
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Yes I know about your thread, however your thread is magecraft, this one deals with TRUE magic and techniques that utilize a part of that true magic like reality marbles. There is a huge difference between true magic and magecraft true magic deals with something that would be impossible, while magecraft is anything science can do without time or recourses, if you be leave yo be an insult then I deeply apologize as that was not it was not the intention, I did duplicate your thread I simply meant to create specificified thread for MAGIC, not magecraft. I will ask a moderator thou to look into weather or not is considered a duplicate, and if it is for them lock it.
Except I put magic under the list of things that thread deals with, or did you fail to notice that in the gigantic chart I've got in the master post?
Likes attention, shiny objects, and... a ball of yarn?
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I joined two years too late...
Aren't all the True Magic's non-negotiable facts already anyway, in some form or other.
This thread's a clone, dude.
Quest of Fate
Apocrypha Universe Fate Quest Project
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Beast's Lair Discord Server For Fate Quests
Hermes Servant Collection Master Post
just like this threadThe Five Wizards
There are five True Magics left in the current age. Those who use them are called "Wizards". The user of the First Magic, the oldest True Magic, is said to be dead, so the ones that are "still alive" are four. Let's say that "what had been possible only by True Magic" then becomes achievable by developments in magery or scientific technology. True Magic will be lowered to a mere "craft". Many True Magics were lost from the world like that. Then, can the power of "True Magic" only fade out hereon? No. The arrival of magi at existing or as of yet uncharted new Magic can allow new True Magic to be born and the numbers to be increased. Needless to say, this is far more difficult than a camel passing through the eye of a needle and finding one speck of a jewel in a desert. However, it's not impossible. The existence of the Wizards is proof of that. Thus, magi strive for the heights of True Magic. Believing they will one day reach the stars in the skies with their own hands, they continue dedicating themselves to their studies daily.
Originally Posted by FSF 5, Chapter 14: Gold and Lions IThough abandoned, forgotten, and scorned as out-of-date dolls, they continue to carry out their mission, unchanged from the time they were designed.
Machines do not lose their worth when a newer model appears.
Their worth (life) ends when humans can no longer bear that purity.
Well, this thread was able to teach me at least one new thing.
Why are you arguing semantics? You, the fact remains that my original thread still has True Magic under its agenda. Or if it doesn't, though I'm pretty sure I added it in my last update, I can just add it to the chart in a nicely organized fashion, as opposed to this thing that has really only been used for shitposting.
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I deleted that because I knew it was rude the moment after I posted it...
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Never mind, I only thought I deleted it... Sorry about that.
Last edited by Draconic; January 15th, 2018 at 08:35 PM.
Likes attention, shiny objects, and... a ball of yarn?
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I joined two years too late...